Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Cornac |
Class | Solipsist |
Level / Exp | 50 / 3689% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 73 (base 60) |
Dexterity | 52 (base 31) |
Constitution | 12 (base 7) |
Magic | 19 (base 8) |
Willpower | 167.11837045082 (base 65) |
Cunning | 145.02041161202 (base 62) |
Resources
Life | 1039/1039 |
Equilibrium | 56 |
Psi | 781/781 |
Healing Factor | 1.2191526171257 |
Regeneration | 52.239103999339 |
Speed
Mental | +10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +161.54172088315% |
Vision
Sight | 10 |
Lite | 16 |
Infravision | 6 |
See Stealth | 86.81273432038 |
See Invisible | 86.812734320379 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 238 |
Accuracy | 77 |
Crit Chance | 69% |
APR | 132 |
Speed | 0.91 |
Offense: Offhand
Damage | 205 |
Accuracy | 77 |
Crit Chance | 69% |
APR | 132 |
Speed | 0.91 |
Offense: Spell
Spellpower | 9 |
Crit Chance | 48% |
Speed | 1 |
Offense: Mind
Mindpower | 123 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +16% |
Fire | +17% |
Nature | +52% |
Mind | +20% |
Physical | +60% |
Cold | +31% |
All | +7% |
Offense: Damage Penetration
Darkness | +38% |
Physical | +67% |
Nature | +73% |
Arcane | +53% |
Mind | +53% |
All | +33% |
Defense: Base
Armour (hardiness) | 37.801603592771 (48.304188961773%) |
Defense | 59 |
Ranged Defense | 59 |
Fatigue | 0 |
Physical Save | 79 |
Spell Save | 79 |
Mental Save | 79 |
Defense: Resistances
Darkness | + 48%( 70%) |
Light | + 51%( 70%) |
Physical | + 51%( 70%) |
Fire | + 53%( 70%) |
Arcane | + 47%( 70%) |
Mind | + 63%( 70%) |
All | + 44%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 56% |
Blind Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 10% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 868 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 48% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 333 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1197% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: 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 mental and physical effect and reduce all damage taken by 45% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Class Talents
Psionic / Solipsism | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Thought-Forms | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Psionic / Dream Smith | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Nightmare | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Psionic / Slumber | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Distortion | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Psionic / Mentalism | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Psionic / Feedback | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Psionic / Dream Forge | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Thought-Form: Defender |
talent | Forge Shield |
talent | Lucid Dreamer |
talent | Psiblades |
talent | Antimagic Shield |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+47% global speed). Clarity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You successfully escorted the injured seer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +5. | done |
You failed to protect the injured seer from death by barrow wight. Escort: injured seer (level 2 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Psiblades (+1 level(s)). | done |
You failed to protect the lost defiler from death by Xerawe the rattlesnake. Escort: lost defiler (level 3 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You failed to protect the repented thief from death by snow giant thunderer. Escort: repented thief (level 2 of Daikara) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Dreadfell. Escort: temporal explorer (level 1 of Dreadfell)As a reward you improved Willpower by +5. | done |
You failed to protect the temporal explorer from death by Vorerin the master vampire. Escort: temporal explorer (level 7 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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 |
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: 2957. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+0 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 24 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Quiver | Glitterworth (21/21, 155% power, 5 apr) Glitterworth (21/21, 155% power, 5 apr)Requires: - Dexterity 35 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 155% Range: 1.2x Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 21 On weapon hit: * 21% chance to reduce all saves and defense by 57 * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 229 physical damage Travel speed: +200% Damage (Ranged): +21 mind / +21 light Damage (radius 1) on hit: +16 mind / +21 light Damage (radius 2) on crit: +21 mind Shots are used with slings to pummel your foes to death. |
Light source | Salolralle SalolralleInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +14 Physical crit. chance: +5.0% Physical power: +9 (+2 eff.) Damage when hit (Melee): 6 mind Changes stats: +2 Cun / +6 Wil Changes resistances penetration: +13% all Changes damage: +3% mind Critical mult.: +28.00% Mental save: +6 (+2 eff.) Mental crit. chance: +2% Light radius: +11 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+3 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 26 power out of 35/35) : Effective talent level: 3.5 Power cost: 26 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 10. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
On hands | Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (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 (+1 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+0 eff.) Maximum life: +100.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +15% Light radius: +1 When used to modify unarmed attacks: Power: 142% Range: 1.4x Uses stats: 40% Wil, 40% Dex, 40% Str, 40% Cun Damage type: Physical Armour Penetration: +18 Crit. chance: +12.0% Attack speed: 83% When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Antimagic Zone (15% chance level 3). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence Can't be worn by those with arcane powers. 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 238.61 arcane damage and stunned) Activation costs 73 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 | voratun torque of mindblast 'Dawntrial' [power 475] (11 cooldown) voratun torque of mindblast 'Dawntrial' [power 475] (11 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +7 Wil Critical mult.: +20.00% Mindpower: +25 (+4 eff.) Light radius: +2 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to blast the opponent's mind dealing 570 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 11 turns. When used: * Gain a 34% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
On fingers | Ivussra the voratun ring Ivussra the voratun ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +7 Wil Changes resistances: +6% darkness / +6% light / +3% mind Stun/Freeze immunity: +118% Knockback immunity: +10% Life regen: +24.00 Maximum life: +100.00 Mindpower: +15 (+2 eff.) Healing mod.: +20% Rings make your fingers look great! |
Around neck | Runotomas RunotomasInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +18 Physical power: +9 (+2 eff.) Changes resistances: +26% mind / +6% light Changes resistances penetration: +10% mind Changes damage: +9% physical Critical mult.: +38.20% Confusion immunity: +46% Mental crit. chance: +3% Combat speed: +10% Amulets make your neck look great! |
In main hand | Core of the Forge (127% power, 78 apr, dreamforge damage) Core of the Forge (127% power, 78 apr, dreamforge damage)Requires: - Willpower 40 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 127% Range: 1.1x Uses stats: 154% Wil, 38% Cun Damage type: Dreamforge Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +78 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +10 (+2 eff.) Damage (Melee): 30 dreamforge Changes stats: +8 Cun / +11 Wil Changes resistances: +5% physical / +5% mind / +15% fire Changes resistances penetration: +10% mind / +10% physical Changes damage: +10% physical / +10% mind / +10% fire Talent masteries: +0.20 Psionic / Dream Forge +0.20 Psionic / Dream Smith Mindpower: +30 (+4 eff.) Mental crit. chance: +8% It can be used to activate talent Forge Bellows (costing 18 power out of 30/30) : Effective talent level: 6.8 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 101.23 mind damage, 98.70 burning damage, and knocking back your enemies in a radius 6 cone. Empty terrain may be changed (50% chance) for 5 turns into forge walls, which block movement and inflict 9.40 mind and 9.16 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
Around waist | drakeskin leather belt 'Obsidiankarma' drakeskin leather belt 'Obsidiankarma'Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Effects on melee hit: * 21% chance to reduce all saves and defense by 57 Changes stats: +6 Dex / +7 Wil / +12 Cun Changes resistances: +5% arcane Changes resistances penetration: +18% physical / +5% darkness / +20% arcane Changes damage: +9% darkness / +24% physical Damage against: +28% Summoned Reduced damage from: +38% Summoned Mental crit. chance: +11% A belt that goes around your waist. |
In off hand | Nerildanor the living mindstar (111% power, 78 apr, mind damage) Nerildanor the living mindstar (111% power, 78 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 111% Range: 1.1x Uses stats: 135% Wil, 57% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +78 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +8 mind When wielded/worn: Changes stats: +2 Str / +4 Dex / +6 Wil / +11 Cun Changes resistances: +7% physical Changes resistances penetration: +6% physical Changes damage: +10% physical Talent granted: +1 Attune Mindstar Critical mult.: +21.00% Mental save: +6 (+2 eff.) Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +6.00 Maximum hate: +2.00 Mindpower: +19 (+3 eff.) Mental crit. chance: +15% 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 | Frozenrip the elven-silk cloak (3 def, 0 armour) Frozenrip the elven-silk cloak (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +5 Cun / +10 Wil Changes damage: +24% cold Critical mult.: +20.00% Spellpower on spell critical (stacks up to 3 times): +10 Maximum hate: +6.00 Maximum psi: +50.00 Mental crit. chance: +13% 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 (12 def, 0 armour) Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 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% Global speed: +15% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). 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
Blood of Undeath Blood of UndeathPowered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Phial of the Ultimate Bearness Phial of the Ultimate BearnessPowered by unknown forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff phial's content. Impawssible?! |
Primal Infusion (affinity 27%; reduction 5; dur 4; cd 18) Primal Infusion (affinity 27%; reduction 5; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 27% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 5 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the psychic (heal 398; cd 15) healing infusion of the psychic (heal 398; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 398 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
heroism infusion of the psychic (die at -862; dur 5; cd 28) heroism infusion of the psychic (die at -862; dur 5; cd 28)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: 28 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 5 turns. While Heroism is active, you will only die when reaching -862 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 862 life, 5 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. |
movement infusion of the sneak (speed 835%; cd 10) movement infusion of the sneak (speed 835%; 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 increase movement speed by 835% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the psychic (heal 713; 13 cd) regeneration infusion of the psychic (heal 713; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 713 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the wizard (heal 222; 16 cd) regeneration infusion of the wizard (heal 222; 16 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 222 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the psychic (res 52%; physical; dur 3; cd 11) wild infusion of the psychic (res 52%; physical; dur 3; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 52% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the wizard (res 19%; magical; dur 2; cd 15) wild infusion of the wizard (res 19%; magical; dur 2; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
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! |
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! |
Flashhue the copper amulet Flashhue the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +9% cold / +6% physical Changes resistances penetration: +5% light Stamina each turn: +0.20 Maximum psi: +10.00 Amulets make your neck look great! |
Gagas the copper amulet Gagas the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +11 Str / +3 Wil Maximum psi: +20.00 Light radius: +2 Infravision radius: +3 Amulets make your neck look great! |
grounding copper amulet of strength (+3) grounding copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +10% lightning Stun/Freeze immunity: +23% Amulets make your neck look great! |
Charfear CharfearInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 light Changes stats: +2 Wil Changes resistances penetration: +15% nature Changes damage: +9% light / +27% fire Mental save: +7 (+2 eff.) Confusion immunity: +12% Mindpower: +7 (+1 eff.) Light radius: +2 Amulets make your neck look great! |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 26 power out of 35/35) : Effective talent level: 3.5 Power cost: 26 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 672 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Fanged Collar Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+0 eff.) Spell save: +15 (+0 eff.) Mental save: -7 (-1 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+4 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Goranor the steel amulet Goranor the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +20 (+6 eff.) Physical crit. chance: +2.0% Defense: +25 (+6 eff.) Changes stats: +4 Dex / +3 Mag Cut immunity: +60% Stamina each turn: +3.00 Healing mod.: +16% It can be used to activate talent Heal, placing all other charms into a 26 cooldown : Effective talent level: 4.5 Power cost: 26 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 815 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
insulating steel amulet of mastery (0.13 Psionic / Thought-Forms) insulating steel amulet of mastery (0.13 Psionic / Thought-Forms)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% fire / +11% cold Talent mastery: +0.13 Psionic / Thought-Forms Amulets make your neck look great! |
Frozenwend the gold amulet Frozenwend the gold amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Dex Changes resistances: +6% nature / +16% light / +13% darkness Changes damage: +12% cold Physical save: +12 (+0 eff.) Spell save: +11 (+0 eff.) Mental save: +13 (+3 eff.) Blindness immunity: +34% Amulets make your neck look great! |
The Far-Hand The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 26 power out of 36/36) : Effective talent level: 5.5 Power cost: 26 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (109). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Vorotta the stralite amulet Vorotta the stralite amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -4% Damage when hit (Melee): 6 arcane Changes stats: +6 Dex / +6 Cun / +7 Con Changes resistances: +18% cold / +20% mind / +11% fire Changes damage: +9% acid Confusion immunity: +37% Life regen: +3.00 Stamina each turn: +0.80 Spellpower: +10 (+3 eff.) Movement speed: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets make your neck look great! |
Aerulravea AerulraveaInfused by nature Infused by arcane disrupting forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +2 Wil / +3 Cun / +5 Con Changes resistances: +27% blight / +30% nature / +22% mind Changes damage: +6% mind Physical save: +17 (+0 eff.) Mental save: +6 (+2 eff.) Poison immunity: +40% Disease immunity: +50% Confusion immunity: +50% Life regen: +10.00 Equilibrium when hit: +0.24 Maximum life: +71.00 Amulets make your neck look great! |
Blizzardwire BlizzardwirePowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +13 Mag Changes resistances: +12% temporal Changes resistances penetration: +25% arcane Changes damage: +8% physical / +6% cold / +3% temporal Mana each turn: +0.26 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +52.00 Combat speed: +10% Amulets make your neck look great! |
Camorim CamorimInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +7 (+1 eff.) Fatigue: -8% Changes stats: +7 Dex / +11 Cun / +5 Con Changes resistances: +6% temporal / +6% light / +3% nature Changes damage: +7% physical Life regen: +2.00 Stamina each turn: +0.80 Movement speed: +10% Combat speed: +10% Amulets make your neck look great! |
Elenimas the voratun amulet Elenimas the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +2 Fatigue: -6% Changes stats: +7 Dex / +2 Wil / +9 Cun / +15 Con Changes resistances: +28% lightning / +2% physical Stun/Freeze immunity: +27% Life regen: +4.00 Stamina each turn: +1.00 Mana when firing critical spell: +2.00 Maximum vim: +40.00 Movement speed: +10% Amulets make your neck look great! |
Ereleroddalar the Umbrasaw Ereleroddalar the UmbrasawInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +13 Cun / +10 Dex Changes damage: +12% darkness Equilibrium when hit: +0.32 Maximum hate: +10.44 Mindpower: +20 (+3 eff.) Mental crit. chance: +5% Amulets make your neck look great! |
Freezemistress FreezemistressInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +35 (+11 eff.) Changes stats: +6 Con Changes resistances: +12% cold Changes resistances penetration: +34% darkness / +34% physical Changes damage: +15% fire / +33% physical / +21% cold Critical mult.: +25.00% Physical save: +19 (+0 eff.) Life regen: +11.00 Maximum life: +69.00 Maximum stamina: +40.00 Amulets make your neck look great! |
Garkul's Teeth Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+0 eff.) Mental save: +18 (+4 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 8 power out of 48/48) : Effective talent level: 5.5 Power cost: 8 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 615.10 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Uligen UligenCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +25 (+8 eff.) Physical power: +20 (+4 eff.) Changes stats: +5 Str / +7 Dex / +5 Con Changes resistances: +5% physical Talent mastery: +0.40 Wild-gift / Fungus Critical mult.: +15.00% Amulets make your neck look great! |
serendipitous voratun amulet of soulsearing serendipitous voratun amulet of soulsearingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +16 (+5 eff.) Defense: +12 (+3 eff.) Changes stats: +12 Lck Changes damage: +12% blight / +7% fire Critical mult.: +12.00% Spellpower: +5 (+2 eff.) Reduce all damage from unseen attackers: 15% Amulets make your neck look great! |
stabilizing voratun amulet of magic (+7) stabilizing voratun amulet of magic (+7)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +7 Mag Changes resistances: +18% temporal Pinning immunity: +41% Knockback immunity: +34% Amulets make your neck look great! |
starseer's voratun amulet of magic (+11) starseer's voratun amulet of magic (+11)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +11 Mag Changes damage: +7% darkness / +7% temporal / +7% light / +7% physical Spellpower: +5 (+2 eff.) Spell crit. chance: +4% Amulets make your neck look great! |
vitalizing voratun amulet of vision vitalizing voratun amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Con Physical save: +12 (+0 eff.) Blindness immunity: +18% Life regen: +8.00 Maximum life: +61.00 Infravision radius: +8 Sight radius: +2 See invisible: +5 Amulets make your neck look great! |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 8 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Flashsaw FlashsawInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Str Changes resistances: +11% mind Changes damage: +11% mind Light radius: +1 Infravision radius: +2 See invisible: +6 Rings make your fingers look great! |
Malomagar MalomagarInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 6 mind Changes stats: +1 Mag / +1 Cun / +3 Con Mental save: +6 (+2 eff.) Confusion immunity: +21% Only die when reaching: -40.00 life Mental crit. chance: +1% Infravision radius: +2 Rings make your fingers look great! |
Nimbusstone NimbusstoneInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 45% Changes stats: +6 Cun Changes resistances: +11% mind Changes damage: +11% mind / +6% lightning Reduces incoming crit damage: 15.00% Rings make your fingers look great! |
warrior's copper ring of perseverance warrior's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Stun/Freeze immunity: +21% Life regen: +1.00 Rings make your fingers look great! |
warrior's copper ring of perseverance warrior's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Stun/Freeze immunity: +22% Life regen: +2.00 Rings make your fingers look great! |
Glerinor the Ravenquencher Glerinor the RavenquencherCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 45% Damage when hit (Melee): 4 darkness Changes resistances: +5% arcane Changes resistances penetration: +10% darkness Changes damage: +21% light / +6% darkness Stun/Freeze immunity: +24% Life regen: +4.00 Light radius: +2 Rings make your fingers look great! |
Hailreign HailreignCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +6 Str / +7 Con Changes resistances: +18% cold Changes resistances penetration: +10% mind Changes damage: +6% temporal Equilibrium when hit: +0.04 Psi when hit: +0.08 Maximum hate: +2.00 Mindpower: +15 (+2 eff.) Mental crit. chance: +2% Rings make your fingers look great! |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 33.21 cold and 40.56 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 44 power out of 60/60. This azure ring seems to be always moist to the touch. |
Velemira the Glacierpiety Velemira the GlacierpietyInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 5 Changes stats: +6 Cun / +6 Wil Changes resistances: +15% blight Changes damage: +9% cold Stun/Freeze immunity: +57% Life regen: +14.00 Maximum life: +76.00 Mindpower: +7 (+1 eff.) Healing mod.: +16% Rings make your fingers look great! |
gold emerald ring gold emerald ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +3 Changes stats: +6 Str / +7 Con Changes resistances: +3% all Rings make your fingers look great! |
Belymirin the stralite ring Belymirin the stralite ringInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects when hit in melee: * 38% chance to reduce strength, dexterity, and constitution by 5 * 44% chance to reduce damage dealt by 45% Changes stats: +9 Wil Critical mult.: +10.00% Mental save: +21 (+5 eff.) Life regen: +24.00 Hate when firing a critical mind attack: +3.00 Maximum life: +145.00 Maximum hate: +2.00 Mental crit. chance: +3% Healing mod.: +29% Rings make your fingers look great! |
Writhing Ring of the Hunter Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Chargehack ChargehackInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to slow global speed by 87% * 21% chance to reduce damage dealt by 45% Changes resistances: +27% acid / +38% cold / +18% nature / +30% lightning Changes damage: +9% lightning / +19% cold Rings make your fingers look great! |
Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+0 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Mnemonic MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+4 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+2 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 22 power out of 30/30) : Effective talent level: 4.5 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Samisin the Sleetlash Samisin the SleetlashInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 57 Changes stats: +9 Wil / +4 Mag Changes resistances: +9% blight / +21% cold / +20% mind / +5% arcane Changes damage: +20% mind Light radius: +3 Rings make your fingers look great! |
Shimmerbreeze ShimmerbreezeInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Defense: +15 (+4 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 57 Damage (Melee): 32 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 57 Damage (Ranged): 35 physical Changes stats: +10 Cun Changes resistances: +15% blight / +6% lightning Changes damage: +15% lightning / +12% blight Hate when firing a critical mind attack: +3.00 Only die when reaching: -80.00 life Maximum hate: +15.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 15 cooldown : Effective talent level: 5.5 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
gladiator's voratun ring of life gladiator's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +9 Str / +7 Con Life regen: +18.00 Maximum life: +97.00 Healing mod.: +16% Rings make your fingers look great! |
pixie's voratun ring of clarity pixie's voratun ring of clarityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Cun / +4 Mag Mental save: +11 (+3 eff.) Confusion immunity: +39% Spellpower: +12 (+4 eff.) Rings make your fingers look great! |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings make your fingers look great! |
voratun ring 'Turisakalthorand' voratun ring 'Turisakalthorand'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +25 (+5 eff.) Changes stats: +8 Str / +4 Wil / +3 Cun / +9 Con Disarm immunity: +40% Pinning immunity: +33% Knockback immunity: +45% Hate when firing a critical mind attack: +4.00 Maximum life: +37.00 Maximum psi: +40.00 Spellpower: +13 (+4 eff.) Mindpower: +15 (+2 eff.) Mental crit. chance: +2% Rings make your fingers look great! |
voratun ring 'Xanamira' voratun ring 'Xanamira'Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Str / +10 Mag / +4 Cun / +3 Con Changes resistances: +18% blight / +38% acid Changes damage: +18% blight / +19% acid Vim when firing critical spell: +2.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Rings make your fingers look great! |
voratun turquoise ring voratun turquoise ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Life regen: +18.00 Maximum life: +94.00 Healing mod.: +12% Rings make your fingers look great! |
Awakened Staff of Absorption (172% power, 60 apr, lightning element) Awakened Staff of Absorption (172% power, 60 apr, lightning element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 172% Range: 1.2x Uses stats: 130% Mag, 40% Wil 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 (+12 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 145 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." |
Dream Malleus (168% power, 5 apr) Dream Malleus (168% power, 5 apr)Requires: - Willpower 25 - Strength 25 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 168% Range: 1.5x Uses stats: 110% Wil, 70% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Attack speed: 100% On weapon hit: * 14% chance to reduce all saves and defense by 57 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Damage (Melee): +17 mind Damage (radius 2) on crit: +12 physical When wielded/worn: Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +25% mind Changes damage: +10% mind / +10% physical Talent cooldown: Hammer Toss (-2 turns) Talents granted: +3 Dream Smith's Hammer +3 Hammer Toss Psi each turn: +0.10 Mindpower: +15 (+2 eff.) Mental crit. chance: +5% A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. |
Shantiz the Stormblade (111% power, 20 apr) Shantiz the Stormblade (111% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stats: 40% Wil, 100% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Swordbreaker (129% power, 20 apr) Swordbreaker (129% power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 129% Range: 1.3x Uses stats: 40% Wil, 50% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+4 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+0 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Nerelrann the thorny mindstar (93% power, 24 apr, nature damage) Nerelrann the thorny mindstar (93% power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 93% Range: 1.1x Uses stats: 90% 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: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical power: +30 (+6 eff.) Damage when hit (Melee): 4 mind / 6 physical Changes stats: +2 Str / +4 Wil / +4 Cun Changes damage: +9% mind Talent granted: +1 Attune Mindstar Critical mult.: +12.00% Mindpower: +6 (+1 eff.) Mental crit. chance: +3% 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. |
Runymas the thorny mindstar (96% power, 24 apr, mind damage) Runymas the thorny mindstar (96% power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 96% Range: 1.1x Uses stats: 90% 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% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (radius 1) on hit: +12 mind When wielded/worn: Changes stats: +12 Wil Talent granted: +1 Attune Mindstar Spell save: +4 (+0 eff.) Mental save: +6 (+2 eff.) Mindpower: +36 (+5 eff.) Mental crit. chance: +6% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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. |
Nexus of the Way (124% power, 40 apr, mind damage) Nexus of the Way (124% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 124% Range: 1.1x Uses stats: 100% 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. It can be used to activate talent Wayist (costing 44 power out of 60/60) : Effective talent level: 2.5 Power cost: 44 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 112 (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. |
Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+3 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+0 eff.) Mindpower: +8 (+1 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 152.38 to 190.47 physical damage (based on Willpower and Cunning) with knockback Activation costs 8 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Brenudunadil the silk robe (0 def, 0 armour) Brenudunadil the silk robe (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +5 Cun Changes resistances: +18% acid / +31% cold / +13% all Changes resistances penetration: +25% arcane Changes damage: +12% acid / +21% cold / +15% arcane Critical mult.: +17.00% Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +1.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe 'Dazzlejustice' (0 def, 0 armour) silk robe 'Dazzlejustice' (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 87% Changes stats: +6 Str / +12 Mag / +12 Wil Changes resistances: +12% lightning / +6% light / +5% cold / +30% acid / +13% all Changes damage: +13% lightning / +15% physical / +18% acid / +23% cold Spell save: +6 (+0 eff.) Mana each turn: +0.20 Psi each turn: +0.31 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe 'Drudedurek' (0 def, 0 armour) silk robe 'Drudedurek' (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Accuracy: +30 (+10 eff.) Armour penetration: +2 Physical crit. chance: +5.0% Changes stats: +6 Dex Changes resistances: +12% temporal / +13% all Critical mult.: +10.00% Mental save: +24 (+5 eff.) Mindpower: +6 (+1 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eilinanne the Woewilder (0 def, 0 armour) Eilinanne the Woewilder (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 14% Damage when hit (Melee): 2 acid Changes stats: +8 Cun Changes resistances: +27% physical / +15% all Changes resistances penetration: +38% darkness / +19% physical Changes damage: +9% acid / +41% physical / +18% darkness Critical mult.: +18.00% Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Maximum hate: +13.00 Mindpower: +9 (+1 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
hardened leather armour of the deep (9 def, 9 armour) hardened leather armour of the deep (9 def, 9 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +9 Defense: +9 (+2 eff.) Fatigue: +8% Changes resistances: +6% acid / +6% cold Allows you to breathe in: water A suit of armour made of leather. |
Rope Belt of the Thaloren Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +15 (+2 eff.) Mental crit. chance: +15% The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Aregatira the drakeskin leather belt Aregatira the drakeskin leather beltInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 * 20% chance to reduce armor by 14% Damage when hit (Melee): 8 acid Changes stats: +5 Str / +5 Wil / +5 Con Changes resistances: +15% acid Changes resistances penetration: +5% blight Changes damage: +3% blight Physical save: +11 (+0 eff.) Mental save: +9 (+2 eff.) Maximum life: +130.00 Size category: +1 A belt that goes around your waist. |
drakeskin leather belt 'Singefoe' drakeskin leather belt 'Singefoe'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Changes stats: +6 Cun / +6 Dex Changes resistances: +27% fire Changes damage: +9% fire Mental save: +15 (+3 eff.) Equilibrium when hit: +0.08 Maximum psi: +50.00 Mindpower: +31 (+4 eff.) Mental crit. chance: +17% See invisible: +15 A belt that goes around your waist. |
drakeskin leather belt 'Thunderquencher' drakeskin leather belt 'Thunderquencher'Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Changes stats: +5 Cun / +4 Dex Changes resistances penetration: +5% lightning / +20% nature Changes damage: +18% lightning / +6% nature / +3% mind Life regen: +2.30 Maximum life: +112.00 Maximum mana: +64.00 Maximum stamina: +61.00 Maximum hate: +19.00 Maximum psi: +36.00 Maximum vim: +40.00 Maximum pos.energy: +33.00 Maximum neg.energy: +37.00 Mental crit. chance: +15% Healing mod.: +23% Reduces paradox anomalies(equivalent to willpower): +18 A belt that goes around your waist. |
Nighttrial (1 def, 0 armour) Nighttrial (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +25 (+5 eff.) Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 45% Changes stats: +2 Str / +6 Con Changes damage: +9% darkness Critical mult.: +15.00% Physical save: +6 (+0 eff.) Only die when reaching: -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Flarequarry' (1 def, 0 armour) linen cloak 'Flarequarry' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 2 fire / 4 cold Changes stats: +3 Dex Changes damage: +3% physical / +3% fire Only die when reaching: -40.00 life Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Emawen the cashmere cloak (17 def, 6 armour) Emawen the cashmere cloak (17 def, 6 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +20 (+6 eff.) Armour penetration: +2 Physical power: +25 (+5 eff.) Armour: +6 Defense: +17 (+4 eff.) Changes stats: +6 Str Stamina each turn: +3.00 Maximum life: +41.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Salussra' (2 def, 8 armour) cashmere cloak 'Salussra' (2 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+0 eff.) Changes stats: +5 Wil Changes resistances: +14% cold Maximum hate: +4.00 Maximum psi: +20.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+2 eff.) Mindpower: +6 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 8 power out of 25/25) : Effective talent level: 5.9 Power cost: 8 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 158 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Guise of the Hated (14 def, 0 armour) Guise of the Hated (14 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Defense: +14 (+3 eff.) Damage (Melee): 30 mind / 30 darkness Damage when hit (Melee): 30 mind / 30 darkness Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.30 Cursed / Gloom +0.30 Cursed / Darkness Talent granted: +5 Dark Vision Stealth bonus: +12 Mental save: +10 (+2 eff.) Hate per kill: +5.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +10% Talent on hit(mindpower): Creeping Darkness (10% chance level 3). Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Gurin (3 def, 0 armour) Gurin (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +9 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Defense: +3 (+1 eff.) Fatigue: -6% Changes stats: +4 Str / +10 Dex / +5 Cun / +5 Con Changes resistances: +3% acid / +12% temporal / +3% darkness / +5% arcane / +6% nature Talent mastery: +0.40 Technique / Combat training Spell save: +13 (+0 eff.) Stamina each turn: +1.50 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Kotohell the elven-silk cloak (18 def, 0 armour) Kotohell the elven-silk cloak (18 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +2 Physical crit. chance: +1.0% Physical power: +5 (+1 eff.) Defense: +18 (+4 eff.) Damage when hit (Melee): 2 physical Changes stats: +4 Mag / +3 Wil Changes resistances penetration: +15% physical Critical mult.: +20.00% Physical save: +30 (+0 eff.) Mental save: +14 (+3 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Radharolach the elven-silk cloak (15 def, 0 armour) Radharolach the elven-silk cloak (15 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour penetration: +2 Physical power: +5 (+1 eff.) Defense: +15 (+4 eff.) Changes stats: +3 Str / +4 Wil Changes resistances: +17% blight / +19% nature / +23% darkness Changes resistances penetration: +17% darkness Changes damage: +25% darkness Stealth bonus: +12 Physical save: +11 (+0 eff.) Life regen: +9.00 Spellpower on spell critical (stacks up to 3 times): +8 Maximum stamina: +20.00 Maximum vim: +20.00 Healing mod.: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zubuda the elven-silk cloak (3 def, 0 armour) Zubuda the elven-silk cloak (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Str / +6 Con Changes resistances penetration: +20% mind / +15% acid Changes damage: +18% mind Physical save: +15 (+0 eff.) Mental save: +15 (+3 eff.) Maximum life: +110.00 Maximum psi: +50.00 Mindpower: +30 (+4 eff.) Mental crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning) Activation costs 37 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Issavon (15 def, 17 armour) Issavon (15 def, 17 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +17 Defense: +15 (+4 eff.) Changes stats: +3 Con Changes resistances: +7% physical Changes resistances penetration: +25% physical Maximum stamina: +30.00 Infravision radius: +2 A pair of boots made of leather. |
Polebeth the pair of drakeskin leather boots (12 def, 5 armour) Polebeth the pair of drakeskin leather boots (12 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +15 (+5 eff.) Armour penetration: +3 Armour: +5 Defense: +12 (+3 eff.) Changes stats: +11 Str / +4 Dex / +12 Con Changes resistances: +28% temporal / +21% darkness / +5% arcane Changes resistances penetration: +19% darkness / +18% temporal Changes damage: +10% physical Critical mult.: +10.00% Only die when reaching: -40.00 life Defense after a teleport: +24 Resist all after a teleport: +19% New effects duration reduction after a teleport: +21% Size category: +1 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 22 cooldown : Effective talent level: 5.5 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 36 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
pair of drakeskin leather boots 'Beludurastir' (18 def, 5 armour) pair of drakeskin leather boots 'Beludurastir' (18 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +18 (+4 eff.) Damage when hit (Melee): 4 temporal Changes stats: +12 Lck / +6 Dex Changes resistances: +5% arcane Changes damage: +18% arcane Stealth bonus: +10 Spellpower: +8 (+2 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 22 cooldown : Effective talent level: 5.5 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 36 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Islima the pair of voratun boots (17 def, 5 armour) Islima the pair of voratun boots (17 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +17 (+4 eff.) Fatigue: -6% Changes stats: +3 Wil / +5 Cun / +6 Con Maximum encumbrance: +49 Physical save: +38 (+0 eff.) Mental save: +23 (+5 eff.) Maximum mana: +20.00 Light radius: +1 See invisible: +18 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 22 cooldown : Effective talent level: 3.5 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 29% chance to evade melee and ranged attacks and 26 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Daimydralin (30 def, 10 armour) Daimydralin (30 def, 10 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +10 Defense: +30 (+7 eff.) Damage (Melee): 5 physical Changes resistances: +15% temporal / +12% fire Changes damage: +6% physical Poison immunity: +20% Maximum life: +60.00 When used to modify unarmed attacks: Power: 114% Range: 1.1x Uses stats: 40% Wil, 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Sand Breath (10% chance level 3). Damage (radius 1) on hit: +8 physical Damage (radius 2) on crit: +11 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Power: 119% Range: 1.1x Uses stats: 40% Wil, 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
voratun gauntlets 'Arosta' (0 def, 12 armour) voratun gauntlets 'Arosta' (0 def, 12 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +12 Physical power: +19 (+4 eff.) Armour: +12 Armour Hardiness: +9% Fatigue: +5% Damage when hit (Melee): 2 mind Changes stats: +5 Str / +8 Dex / +6 Cun / +11 Con Changes resistances: +9% physical Changes resistances penetration: +5% mind Critical mult.: +20.00% Equilibrium when hit: +0.04 Psi when hit: +0.08 Hate when firing a critical mind attack: +1.00 When used to modify unarmed attacks: Power: 143% Range: 1.4x Uses stats: 40% Wil, 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +8 Armour Penetration: +23 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Stone Touch (5% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). It can be used to activate talent Steady Shot, placing all other charms into a 15 cooldown : Effective talent level: 4.5 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Freezesaw the linen wizard hat (1 def, 0 armour) Freezesaw the linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +16% lightning / +6% cold Changes resistances penetration: +5% cold Changes damage: +11% lightning / +3% cold Spellpower: +5 (+2 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A pointy cloth hat, very wizardly... |
Xanerianne the cashmere wizard hat (2 def, 0 armour) Xanerianne the cashmere wizard hat (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +30 (+10 eff.) Armour penetration: +3 Defense: +2 (+0 eff.) Changes stats: +9 Wil Critical mult.: +15.00% Reduces incoming crit damage: 15.00% Physical save: +6 (+0 eff.) A pointy cloth hat, very wizardly... |
Malslek the Accursed's Hat (2 def, 0 armour) Malslek the Accursed's Hat (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+0 eff.) Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-2 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+3 eff.) Mindpower: +15 (+2 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
Arytha the Scabsear (0 def, 1 armour) Arytha the Scabsear (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to slow global speed by 87% Changes stats: +3 Str / +3 Dex / +3 Con Changes resistances: +3% nature Changes resistances penetration: +5% mind Changes damage: +3% physical A cap made of leather. |
Hat of Arcane Understanding (2 def, 0 armour) Hat of Arcane Understanding (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Only supremacy of the arcane can release its full power. When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
Lisutta the Kindlebolt (2 def, 0 armour) Lisutta the Kindlebolt (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +8 Wil Changes resistances: +6% fire Physical save: +11 (+0 eff.) Psi when hit: +0.12 Maximum hate: +8.00 Maximum psi: +40.00 Mental crit. chance: +2% Light radius: +3 A pointy cloth hat, very wizardly... |
The Face of Fear (8 def, 0 armour) The Face of Fear (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+2 eff.) It can be used to activate talent Instill Fear (costing 13 power out of 45/45) : Effective talent level: 3.5 Power cost: 13 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 55.20 mind and 53.36 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 47% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 48. Terrified: Deals 13.80 mind and 13.34 darkness damage per turn and increases cooldowns by 71%. Haunted: Causes the target to suffer 21.30 mind and 20.59 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
Omniscience (7 def, 0 armour) Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+5 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20) Activation costs 22 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+0 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
opal 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 sapphire 3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 jade 7 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
10 ruby 10 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. |
9 amber 9 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. |
11 bloodstone 11 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. |
17 fire opal 17 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. |
20 diamond 20 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. |
16 moonstone 16 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
16 pearl 16 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. |
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. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
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. |
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. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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 22 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. |
53 alchemist bloodstone 53 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(193 power, based on Willpower) Activation costs 8 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +44.00 Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+2 eff.) Mindpower: +10 (+1 eff.) Light radius: +5 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 445.44 darkness damage (based on Mindpower and charge) Activation costs 8 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
alchemist's lamp 'Aerirab' alchemist's lamp 'Aerirab'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Defense: +30 (+7 eff.) Changes stats: +5 Wil Changes resistances: +6% acid / +6% fire Critical mult.: +15.00% Cut immunity: +20% Only die when reaching: -80.00 life Light radius: +4 Infravision radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Hellsobsidian' alchemist's lamp 'Hellsobsidian'Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +12% blight / +6% cold / +3% all Changes damage: +6% fire Spell save: +14 (+0 eff.) Maximum life: +43.00 Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
Bizzare Contraption Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+0 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Murkwish (dig speed 28 turns) Murkwish (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +2 Changes stats: +1 Str / +4 Dex / +2 Cun Changes resistances: +6% darkness / +6% fire Stamina each turn: +1.00 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Gilyregodas' (dig speed 29 turns) dwarven-steel pickaxe 'Gilyregodas' (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +30 (+10 eff.) Armour penetration: +6 Physical power: +17 (+3 eff.) Changes stats: +2 Str Changes resistances: +12% darkness / +3% nature Critical mult.: +14.00% Pinning immunity: +20% Mindpower: +10 (+1 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2) Rod of Recall (2/2)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 146 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. |
Gloruth the Prismbearer [power 160] (11 cooldown) Gloruth the Prismbearer [power 160] (11 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes resistances penetration: +10% light Spell save: +3 (+0 eff.) Disarm immunity: +20% Knockback immunity: +20% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to blast the opponent's mind dealing 192 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 11 turns. When used: * Increase all damage by 10% for 2 turns. * Gain a 18% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of gale force 'Obsidianvile' [power 190] (11 cooldown) steel torque of gale force 'Obsidianvile' [power 190] (11 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 4 darkness Changes stats: +2 Cun Changes resistances: +6% darkness Changes resistances penetration: +15% darkness Psi when hit: +0.08 Maximum psi: +50.00 Mindpower: +25 (+4 eff.) It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 304 physical damage Activation puts all charms on cooldown for 11 turns. When used: * Gain a 16% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Persistent Will Persistent WillInfused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +8 Wil Changes damage: +12% mind Mindpower: +10 (+1 eff.) It can be used to convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower) Activation costs 19 power out of 25/25. During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
ash totem of healing 'Drehad' [power 218] (11 cooldown) ash totem of healing 'Drehad' [power 218] (11 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 6 arcane Changes resistances: +5% arcane / +6% mind Changes resistances penetration: +20% mind Changes damage: +6% mind / +9% temporal It can be used to heal yourself and all friendly characters within 10 spaces for 218 Activation puts all charms on cooldown for 11 turns. When used: * Increase all damage by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
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 87% 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 (+0 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 37 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Forbidden Tome: "Of Knowledge And Horrors" Forbidden Tome: "Of Knowledge And Horrors"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. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Dreamforge the Cornac Solipsist level 38
56th Haze 123rd year of Ascendancy at 20:01 see stats
By Dreamforge the Cornac Solipsist level 50
78th Dusk 124th year of Ascendancy at 19:03 see stats
By Dreamforge the Cornac Solipsist level 37
75th Dusk 123rd year of Ascendancy at 19:44 see stats
By Dreamforge the Cornac Solipsist level 25
9th Pyre 123rd year of Ascendancy at 14:44 see stats
By Dreamforge the Cornac Solipsist level 44
16th Regrowth 124th year of Ascendancy at 01:20 see stats
By Dreamforge the Cornac Solipsist level 50
69th Pyre 124th year of Ascendancy at 06:06 see stats
By Dreamforge the Cornac Solipsist level 43
10th Regrowth 124th year of Ascendancy at 19:08 see stats
By Dreamforge the Cornac Solipsist level 50
53rd Pyre 124th year of Ascendancy at 23:56 see stats
By Dreamforge the Cornac Solipsist level 5
43rd Dusk 122nd year of Ascendancy at 19:28 see stats
By Dreamforge the Cornac Solipsist level 40
64th Haze 123rd year of Ascendancy at 06:12 see stats
By Dreamforge the Cornac Solipsist level 33
59th Dusk 123rd year of Ascendancy at 01:34 see stats
By Dreamforge the Cornac Solipsist level 50
5th Allure 125th year of Ascendancy at 16:04 see stats
By Dreamforge the Cornac Solipsist level 24
74th Regrowth 123rd year of Ascendancy at 03:17 see stats
By Dreamforge the Cornac Solipsist level 31
23rd Dusk 123rd year of Ascendancy at 20:04 see stats
By Dreamforge the Cornac Solipsist level 24
73rd Regrowth 123rd year of Ascendancy at 18:25 see stats
By Dreamforge the Cornac Solipsist level 50
8th Decay 124th year of Ascendancy at 09:59 see stats
By Dreamforge the Cornac Solipsist level 42
8th Allure 124th year of Ascendancy at 23:52 see stats
By Dreamforge the Cornac Solipsist level 46
16th Regrowth 124th year of Ascendancy at 09:41 see stats
By Dreamforge the Cornac Solipsist level 10
68th Dusk 122nd year of Ascendancy at 09:49 see stats
By Dreamforge the Cornac Solipsist level 20
1st Wintertide 123rd year of Ascendancy at 00:32 see stats
By Dreamforge the Cornac Solipsist level 30
18th Dusk 123rd year of Ascendancy at 11:00 see stats
By Dreamforge the Cornac Solipsist level 40
62nd Haze 123rd year of Ascendancy at 14:25 see stats
By Dreamforge the Cornac Solipsist level 50
78th Regrowth 124th year of Ascendancy at 18:23 see stats
By Dreamforge the Cornac Solipsist level 50
4th Regrowth 125th year of Ascendancy at 01:50 see stats
By Dreamforge the Cornac Solipsist level 50
7th Decay 124th year of Ascendancy at 08:16 see stats
By Dreamforge the Cornac Solipsist level 50
53rd Pyre 124th year of Ascendancy at 20:57 see stats
By Dreamforge the Cornac Solipsist level 27
37th Pyre 123rd year of Ascendancy at 12:04 see stats
By Dreamforge the Cornac Solipsist level 50
5th Allure 125th year of Ascendancy at 16:04 see stats
By Dreamforge the Cornac Solipsist level 50
41st Dusk 124th year of Ascendancy at 04:32 see stats
By Dreamforge the Cornac Solipsist level 49
74th Regrowth 124th year of Ascendancy at 06:38 see stats
By Dreamforge the Cornac Solipsist level 26
19th Pyre 123rd year of Ascendancy at 06:21 see stats
By Dreamforge the Cornac Solipsist level 22
60th Regrowth 123rd year of Ascendancy at 10:44 see stats
By Dreamforge the Cornac Solipsist level 43
7th Regrowth 124th year of Ascendancy at 07:24 see stats
By Dreamforge the Cornac Solipsist level 8
51st Dusk 122nd year of Ascendancy at 20:17 see stats
By Dreamforge the Cornac Solipsist level 50
7th Decay 124th year of Ascendancy at 07:38 see stats
By Dreamforge the Cornac Solipsist level 29
66th Pyre 123rd year of Ascendancy at 18:03 see stats
By Dreamforge the Cornac Solipsist level 50
5th Allure 125th year of Ascendancy at 16:04 see stats
By Dreamforge the Cornac Solipsist level 43
14th Regrowth 124th year of Ascendancy at 17:00 see stats
By Dreamforge the Cornac Solipsist level 8
64th Dusk 122nd year of Ascendancy at 17:20 see stats
By Dreamforge the Cornac Solipsist level 47
35th Regrowth 124th year of Ascendancy at 21:47 see stats
By Dreamforge the Cornac Solipsist level 29
66th Pyre 123rd year of Ascendancy at 12:05 see stats
By Dreamforge the Cornac Solipsist level 25
75th Regrowth 123rd year of Ascendancy at 15:48 see stats
By Dreamforge the Cornac Solipsist level 16
45th Haze 122nd year of Ascendancy at 13:56 see stats
By Dreamforge the Cornac Solipsist level 37
75th Dusk 123rd year of Ascendancy at 01:15 see stats
By Dreamforge the Cornac Solipsist level 50
38th Dusk 124th year of Ascendancy at 08:41 see stats
Log
You gain 0.91 gold from the transmogrification of elven-silk robe of Angolwen (0 def, 0 armour).
You gain 0.95 gold from the transmogrification of ancient elven-silk robe of power (0 def, 0 armour).
You gain 0.32 gold from the transmogrification of barbed quiver of dragonbone arrows of erosion (22/22, 190% power, 18 apr).
You gain 6.74 gold from the transmogrification of Duvedragund the Scabsear (16/16, 154% power, 14 apr).
You gain 0.36 gold from the transmogrification of dwarven-steel steamsaw of crippling (119% power, 0 apr).
You gain 0.55 gold from the transmogrification of inquisitor's iron steamsaw of ruin (103% power, 0 apr).
You gain 0.82 gold from the transmogrification of living mindstar of gales (115% power, 40 apr, mind damage).
You gain 0.42 gold from the transmogrification of absorbing living mindstar (116% power, 40 apr, mind damage).
You gain 0.50 gold from the transmogrification of absorbing pulsing mindstar of life (107% power, 32 apr, mind damage).
You gain 0.22 gold from the transmogrification of nature's mossy mindstar of life (75% power, 12 apr, nature damage).
You gain 5.04 gold from the transmogrification of stralite dagger 'Frozenclamor' (129% power, 9 apr).
You gain 1.22 gold from the transmogrification of stormbringer's stralite waraxe of crippling (139% power, 5 apr).
You gain 1.12 gold from the transmogrification of enhanced dwarven-steel waraxe of erosion (119% power, 4 apr).
You gain 0.79 gold from the transmogrification of warbringer's stralite mace (146% power, 5 apr).
You gain 4.77 gold from the transmogrification of Tuludrastir the Smearravager (145% power, 5 apr).
You gain 1.29 gold from the transmogrification of balanced voratun greatsword of evisceration (174% power, 4 apr).
You gain 1.00 gold from the transmogrification of truestriking stralite greatsword of shearing (160% power, 3 apr).
You gain 0.53 gold from the transmogrification of truestriking stralite greatsword (158% power, 3 apr).
You gain 0.60 gold from the transmogrification of flaming stralite battleaxe of crippling (153% power, 3 apr).
You gain 1.00 gold from the transmogrification of caustic dwarven-steel battleaxe of torment (138% power, 2 apr).
You gain 7.05 gold from the transmogrification of Miresaw.
You gain 2.74 gold from the transmogrification of Alumafast the Charstake.
You gain 2.46 gold from the transmogrification of Hanarain.
You gain 0.31 gold from the transmogrification of starlit voratun amulet.
You gain 0.10 gold from the transmogrification of stormshield rune (threshold 83; blocks 5; dur 4; cd 12).
You gain 0.15 gold from the transmogrification of movement infusion (speed 758%; cd 11).
You gain 0.07 gold from the transmogrification of healing infusion (heal 94; cd 11).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.