










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Shalore |
Class | Cultist of Entropy |
Level / Exp | 50 / 1452% |
Size | medium |
Lifes / Deaths | Killed by Glelratha the orc necromancer at level 50 on the 33rd Pyre 124th year of Ascendancy at 00:08 / 3Killed by Belabeth the orc grand summoner at level 50 on the 33rd Pyre 124th year of Ascendancy at 02:22 Killed by Elandar at level 50 on the 38th Pyre 124th year of Ascendancy at 09:08 |
Primary Stats
Strength | 14 (base 10) |
Dexterity | 49 (base 42) |
Constitution | 74 (base 60) |
Magic | 111 (base 60) |
Willpower | 30 (base 10) |
Cunning | 68 (base 50) |
Resources
Life | -226/1469 |
Mana | 0/637 |
Insanity | 27/100 |
Healing Factor | 1.7051680505318 |
Regeneration | 54.991669629651 |
Speed
Mental | +12% |
Attack | +12% |
Movement | -6% |
Spell | +11.999999999989% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
See Invisible | 17 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 43 |
Accuracy | 40 |
Crit Chance | 43% |
APR | 25 |
Speed | 0.89 |
Offense: Spell
Spellpower | 73 |
Crit Chance | 73% |
Speed | 0.89285714285723 |
Cooldown Reduction | 20 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 41% |
Speed | 0.89285714285714 |
Offense: Damage Bonus
Acid | +16% |
Blight | +49% |
Arcane | +27% |
Cold | +16% |
All | +10% |
Darkness | +70% |
Light | +31% |
Temporal | +99% |
Physical | +19% |
Mind | +19% |
Offense: Damage Penetration
Temporal | +40% |
Darkness | +50% |
Arcane | +38% |
All | +25% |
Defense: Base
Armour (hardiness) | 47.70972742704 (69.687909656376%) |
Defense | 75 |
Ranged Defense | 75 |
Fatigue | 0 |
Physical Save | 31 |
Spell Save | 42 |
Mental Save | 43 |
Defense: Resistances
Acid | + 48%( 70%) |
Blight | + 38%( 70%) |
Physical | + 21%( 70%) |
Cold | + 44%( 70%) |
All | + 18%( 70%) |
Darkness | + 67%( 70%) |
Temporal | + 70%( 75%) |
Lightning | + 41%( 70%) |
Mind | + 20%( 70%) |
Fire | + 70%( 70%) |
Nature | + 28%( 70%) |
Defense: Immunities
Silence Resistance | 98% |
Disarm Resistance | 21% |
Knockback Resistance | 26% |
Confusion Resistance | 55% |
Stun Resistance | 100% |
Pinning Resistance | 26% |
Instadeath Resistance | 100% |
Blind Resistance | 26% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 463 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (89% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Nether | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Demented / Rift | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Demented / Timethief | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Demented / Chronophage | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Demented / Void | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Demented / Madness | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Corruption / Vile life | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Doom | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Calamity | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Twofold Curse |
talent | Revelation |
talent | Grand Oration |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there 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 |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Elothra the stone troll. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Heart of the Gloom. Escort: repented thief (level 1 of Heart of the Gloom)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
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 Horned Horror. * 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 |
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. * The fortress shadow has asked that you come back as soon as possible. * 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: 3055. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed multi-hued wyrm scale. * You've found the needed orc heart. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed ice wyrm tooth. * You've found the needed storm wyrm claw. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Requires: - Heavy armour training Powered by arcane forces Infused by nature 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -4% Effects on melee hit: * 10% chance to reduce armor by 43% Damage when hit (Melee): 6 blight Changes stats: +6 Mag Changes resistances: +9% acid / +3% blight Changes damage: +6% acid / +15% blight Silence immunity: +48% Confusion immunity: +45% Stun/Freeze immunity: +38% Stamina each turn: +0.80 Maximum life: +60.00 Lowers spell cool-downs by: 10% Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +15% blight / +4% physical / +24% fire Disarm immunity: +21% Only die when reaching: -40.00 life Maximum life: +180.00 Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 8 arcane Changes stats: +2 Wil / +2 Mag Changes resistances: +16% darkness / +6% blight Changes damage: +11% darkness / +6% arcane Critical mult.: +20.00% Damage Shield penetration: +20% A pointy cloth hat, very wizardly... |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: -12% all / +15% temporal Changes damage: +10% all / +15% temporal Movement speed: -16% Combat speed: +12% Casting speed: +12% Mental speed: +12% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards entropy) Activation costs 20 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
On fingers | ![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +8 Changes resistances: +18% acid / +20% cold / +18% fire / +3% mind / +22% lightning Changes damage: +6% cold Spell save: +12 (+4 eff.) Mental save: +3 (+1 eff.) Stun/Freeze immunity: +69% Life regen: +32.00 Maximum life: +77.00 Healing mod.: +16% Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +39% fire / +38% darkness / +12% cold Changes damage: +19% darkness / +24% blight Critical mult.: +20.00% Blindness immunity: +26% Pinning immunity: +26% Stun/Freeze immunity: +26% Knockback immunity: +26% Spellpower on spell critical (stacks up to 3 times): +13 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
Around waist | ![]() Powered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +4 Wil Changes resistances: +9% acid / +6% darkness / +6% lightning Spell save: +6 (+2 eff.) Mental save: +13 (+5 eff.) Stun/Freeze immunity: +10% Maximum life: +297.00 Maximum mana: +80.00 Maximum stamina: +58.00 Maximum hate: +18.00 Maximum psi: +40.00 Maximum vim: +34.00 Maximum pos.energy: +39.00 Maximum neg.energy: +29.00 Healing mod.: +15% Reduces paradox anomalies(equivalent to willpower): +15 A belt that goes around your waist. |
In main hand | ![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 28 fire Damage when hit (Melee): 2 mind Changes stats: +10 Mag / +2 Wil / +8 Cun / +8 Con Changes resistances penetration: +15% temporal Changes damage: +9% mind / +36% temporal Talent granted: +1 Command Staff Critical mult.: +53.00% Mental save: +6 (+2 eff.) N.Energy each turn: +0.20 Vim when firing critical spell: +7.00 Maximum vim: +40.00 Maximum neg.energy: +36.00 Spellpower: +23 (+5 eff.) Spell crit. chance: +19% See invisible: +17 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +10 (+4 eff.) Physical crit. chance: +11.0% Armour: +2 Changes stats: +2 Con Changes damage: +9% physical Critical mult.: +19.00% Physical save: +12 (+6 eff.) Maximum stamina: +20.00 Maximum hate: +10.00 Spell crit. chance: +12% Mental crit. chance: +13% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +5 Mag / +5 Wil / +3 Cun / +4 Con Changes resistances: +28% temporal / +15% all Changes resistances penetration: +25% darkness Changes damage: +28% temporal / +21% light / +30% darkness Reduces incoming crit damage: 15.00% Silence immunity: +50% Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +29 (+7 eff.) Spell crit. chance: +9% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 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: +8 (+3 eff.) Armour penetration: +12 Defense: +3 (+0 eff.) Damage when hit (Melee): 10 fire Changes resistances: +12% nature / +9% fire Changes resistances penetration: +13% arcane Changes damage: +11% arcane Critical mult.: +55.00% Stealth bonus: +11 Maximum life: +60.00 Maximum mana: +63.00 Spellpower: +9 (+2 eff.) Spell 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. |
Around neck | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 50 power out of 51/80) : Effective talent level: 2.5 Power cost: 50 out of 51/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (89% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 655 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
![]() Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Con / +12 Mag Changes damage: +5% darkness / +6% temporal / +6% light / +6% physical Mana each turn: +0.27 Spellpower on spell critical (stacks up to 3 times): +4 Only die when reaching: -60.00 life Maximum mana: +40.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Damage Shield penetration: +30% Amulets make your neck look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Defense: +30 (+7 eff.) Changes stats: +11 Mag Changes resistances: +12% lightning Changes damage: +7% darkness / +8% temporal / +8% light / +8% physical Physical save: +23 (+10 eff.) Spell save: +23 (+8 eff.) Mental save: +27 (+9 eff.) Hate when firing a critical mind attack: +1.00 Maximum stamina: +30.00 Maximum hate: +4.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Amulets make your neck look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() Powered 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 36 power out of 36/36) : Effective talent level: 5.5 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (173). 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. |
![]() Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +13 (+3 eff.) Changes stats: +13 Lck Changes resistances: +18% blight / +25% temporal / +19% nature Changes damage: +6% mind Poison immunity: +43% Disease immunity: +40% Silence immunity: +20% Pinning immunity: +50% Stun/Freeze immunity: +10% Knockback immunity: +41% Life regen: +4.00 Reduce all damage from unseen attackers: 15% Amulets make your neck look great! |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 19% chance to reduce all saves and defense by 23 Damage (Melee): 20 physical Effects on ranged hit: * 18% chance to reduce all saves and defense by 23 Damage (Ranged): 14 physical Changes stats: +18 Cun / +12 Wil Changes resistances penetration: +15% arcane Spell save: +9 (+3 eff.) Disarm immunity: +50% Pinning immunity: +23% Knockback immunity: +42% Hate when firing a critical mind attack: +3.00 Maximum life: +50.00 Maximum hate: +11.00 Spell crit. chance: +6% Mindpower: +15 (+7 eff.) Damage Shield penetration: +20% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+2 eff.) Spell crit. chance: +3% Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +32 (+20 eff.) Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 32 Damage when hit (Melee): 6 blight Changes resistances: +14% blight / +13% nature / +18% lightning Changes resistances penetration: +20% lightning Changes damage: +7% all Poison immunity: +30% Disease immunity: +23% Spellpower: +33 (+8 eff.) Mindpower: +32 (+12 eff.) It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? This item has been sent to the Item's Vault. |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() Gesetta the Stokelord (44-62 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 44.0 - 61.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 27% chance to reduce all saves and defense by 23 * 25% chance for lightning to strike from the target to a second target dealing 118 damage When wielded/worn: Armour: +10 Changes stats: +4 Cun / +5 Wil Changes resistances: +12% lightning / +27% fire Changes resistances penetration: +30% mind Physical save: +15 (+7 eff.) Confusion immunity: +27% Stun/Freeze immunity: +27% Life regen: +5.44 See invisible: +33 Sharp, long, and deadly. |
![]() Ravenlore the voratun longsword (42-59 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +32 light / +27 lightning Damage against: +26% Undead When wielded/worn: Changes resistances: +9% fire / +27% darkness / +27% light Changes resistances penetration: +20% darkness / +34% lightning Physical save: +18 (+9 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Sharp, long, and deadly. |
![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 mind / +8 fire Damage (radius 1) on hit: +8 fire / +4 cold When wielded/worn: Armour: +20 Damage (Melee): 17 cold Damage when hit (Melee): 2 fire Changes resistances: +12% cold / +9% mind / +6% fire Changes resistances penetration: +10% mind / +15% cold Changes damage: +20% cold Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Talent granted: +1 Attune Mindstar Life regen: +2.00 Hate per kill: +4.00 Psi per kill: +5.00 Maximum life: +43.00 Mindpower: +10 (+5 eff.) Mental crit. chance: +5% It can be used to inflict 98.77 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Activation puts all charms on cooldown for 20 turns. 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. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+7 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+5 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +5 (+2 eff.) Effects on melee hit: * 20% chance to slow global speed by 49% Damage when hit (Melee): 6 nature Changes stats: +5 Dex / +8 Wil / +12 Cun / +9 Lck Changes resistances: +3% physical Damage against: +35% Summoned Reduced damage from: +28% Summoned Trap disarming bonus: +30 Stealth bonus: +12 Physical save: +17 (+8 eff.) Mindpower: +12 (+6 eff.) Infravision radius: +6 A belt that goes around your waist. |
![]() drakeskin leather belt 1.00 Encumbrance. Type: armor / belt ; tier 5 A belt that goes around your waist. |
![]() 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 (+4 eff.) Hate per kill: +5.00 Mindpower: +20 (+8 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. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +13 (+5 eff.) Armour penetration: +11 Defense: +3 (+0 eff.) Changes stats: +5 Str / +8 Cun / +6 Con Changes resistances: +9% acid Critical mult.: +26.00% Reduces incoming crit damage: 5.00% Stealth bonus: +11 Physical save: +13 (+6 eff.) Maximum life: +127.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +18 (+12 eff.) Armour: +5 Fatigue: +4% Changes stats: +6 Cun / +4 Con Changes resistances: +15% nature / +3% mind Changes damage: +3% fire / +6% nature / +21% mind Physical save: +23 (+10 eff.) Mental save: +25 (+9 eff.) Spellpower: +31 (+7 eff.) Mindpower: +14 (+6 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +5 Armour: +2 Defense: +3 (+0 eff.) Changes stats: +6 Mag / +6 Wil Changes resistances: +18% temporal Changes resistances penetration: +20% nature Changes damage: +14% light / +33% temporal / +13% darkness / +19% physical Stamina each turn: +3.13 Spellpower: +5 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +10 (+8 eff.) Armour: +5 Fatigue: +5% Changes stats: +2 Str / +5 Wil / +5 Cun Changes resistances: +15% acid / +7% physical / +15% fire / +15% cold / +13% lightning Physical save: +3 (+1 eff.) Stamina when hit: +2.60 Equilibrium when hit: +2.40 Maximum stamina: +20.00 Mindpower: +6 (+3 eff.) A cap made of leather. |
![]() voratun plate armour 'Startorrent' (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Effects on melee hit: * 27% chance to reduce strength, dexterity, and constitution by 32 Changes stats: +6 Dex Changes resistances: +15% acid / +10% physical Changes resistances penetration: +30% acid Changes damage: +27% acid Physical save: +19 (+9 eff.) Light radius: +4 See invisible: +33 A suit of armour made of metal plates. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() Powered 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+4 eff.) Effects on melee hit: * 21% chance to reduce armor by 43% Damage when hit (Melee): 6 blight Changes stats: +6 Cun / +3 Str Changes resistances: +12% acid Changes resistances penetration: +22% physical Changes damage: +30% acid Lowers spell cool-downs by: 10% Infravision radius: +5 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused 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. |
![]() 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? |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 6 (based on Magic) detrimental mental effects Activation costs 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() Powered 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: 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. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 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. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes resistances penetration: +26% mind Changes damage: +6% mind Critical mult.: +10.00% Equilibrium when hit: +0.12 Psi when hit: +0.24 It can be used to blast the opponent's mind dealing 506 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. * Increase all damage by 30% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 49% Changes resistances: +5% arcane / +9% fire Reduces incoming crit damage: 5.00% Disarm immunity: +20% It can be used to blast the opponent's mind dealing 470 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Heal for 49. * Gain a 33% chance to evade weapon attacks for 2 turns. * Increase all damage by 19% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes resistances: +6% cold Changes resistances penetration: +10% nature Changes damage: +12% nature / +21% cold It can be used to heal yourself and all friendly characters within 10 spaces for 482 Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 3 beneficial effects by 3. * Heal for 99. * Gain a 36% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +6.0% Changes stats: +2 Con Changes resistances: +9% acid Maximum wards: +6 blight / +6 cold / +6 arcane / +6 lightning Changes resistances penetration: +5% arcane Talent granted: +2 Ward Physical save: +3 (+1 eff.) Only die when reaching: -60.00 life It can be used to reveal the area around you, dispelling darkness (radius 15, power 94 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By dgkedl the Shalore Cultist of Entropy level 38
14th Dusk 123rd year of Ascendancy at 13:49 see stats
By dgkedl the Shalore Cultist of Entropy level 46
7th Decay 123rd year of Ascendancy at 02:30 see stats
By dgkedl the Shalore Cultist of Entropy level 37
10th Dusk 123rd year of Ascendancy at 05:52 see stats
By dgkedl the Shalore Cultist of Entropy level 44
20th Haze 123rd year of Ascendancy at 03:27 see stats
By dgkedl the Shalore Cultist of Entropy level 40
34th Dusk 123rd year of Ascendancy at 23:17 see stats
By dgkedl the Shalore Cultist of Entropy level 11
11st Dusk 122nd year of Ascendancy at 16:42 see stats
By dgkedl the Shalore Cultist of Entropy level 50
77th Regrowth 124th year of Ascendancy at 02:05 see stats
By dgkedl the Shalore Cultist of Entropy level 39
31st Dusk 123rd year of Ascendancy at 01:26 see stats
By dgkedl the Shalore Cultist of Entropy level 32
3rd Mirth 123rd year of Ascendancy at 09:33 see stats
By dgkedl the Shalore Cultist of Entropy level 23
75th Haze 122nd year of Ascendancy at 05:53 see stats
By dgkedl the Shalore Cultist of Entropy level 28
37th Regrowth 123rd year of Ascendancy at 15:35 see stats
By dgkedl the Shalore Cultist of Entropy level 35
4th Dusk 123rd year of Ascendancy at 00:56 see stats
By dgkedl the Shalore Cultist of Entropy level 50
80th Regrowth 124th year of Ascendancy at 05:17 see stats
By dgkedl the Shalore Cultist of Entropy level 27
29th Regrowth 123rd year of Ascendancy at 10:09 see stats
By dgkedl the Shalore Cultist of Entropy level 10
10th Flare 122nd year of Ascendancy at 04:45 see stats
By dgkedl the Shalore Cultist of Entropy level 20
55th Haze 122nd year of Ascendancy at 02:11 see stats
By dgkedl the Shalore Cultist of Entropy level 30
62nd Regrowth 123rd year of Ascendancy at 14:26 see stats
By dgkedl the Shalore Cultist of Entropy level 40
31st Dusk 123rd year of Ascendancy at 08:14 see stats
By dgkedl the Shalore Cultist of Entropy level 50
38th Regrowth 124th year of Ascendancy at 06:09 see stats
By dgkedl the Shalore Cultist of Entropy level 50
78th Regrowth 124th year of Ascendancy at 10:48 see stats
By dgkedl the Shalore Cultist of Entropy level 19
42nd Haze 122nd year of Ascendancy at 22:57 see stats
By dgkedl the Shalore Cultist of Entropy level 48
15th Regrowth 124th year of Ascendancy at 10:07 see stats
By dgkedl the Shalore Cultist of Entropy level 44
20th Haze 123rd year of Ascendancy at 00:40 see stats
By dgkedl the Shalore Cultist of Entropy level 24
76th Haze 122nd year of Ascendancy at 13:15 see stats
By dgkedl the Shalore Cultist of Entropy level 39
31st Dusk 123rd year of Ascendancy at 08:03 see stats
By dgkedl the Shalore Cultist of Entropy level 11
20th Dusk 122nd year of Ascendancy at 01:34 see stats
By dgkedl the Shalore Cultist of Entropy level 50
78th Regrowth 124th year of Ascendancy at 14:03 see stats
By dgkedl the Shalore Cultist of Entropy level 18
63rd Dusk 122nd year of Ascendancy at 07:29 see stats
By dgkedl the Shalore Cultist of Entropy level 42
74th Dusk 123rd year of Ascendancy at 11:59 see stats
By dgkedl the Shalore Cultist of Entropy level 22
69th Haze 122nd year of Ascendancy at 01:01 see stats
By dgkedl the Shalore Cultist of Entropy level 16
38th Dusk 122nd year of Ascendancy at 20:44 see stats
By dgkedl the Shalore Cultist of Entropy level 50
33rd Pyre 124th year of Ascendancy at 00:08 see stats
By dgkedl the Shalore Cultist of Entropy level 37
9th Dusk 123rd year of Ascendancy at 07:06 see stats
Log
Elandar's cleansing fire area effect hits Cold drake for 129 fire damage.
Elandar's cleansing fire area effect hits High Sun Paladin Aeryn for 66 fire damage.
Phantasmal Shield hits Cold drake for 356 light damage.
Phantasmal Shield hits dgkedl for 171 light damage.
Phantasmal Shield hits Cold drake hatchling for 356 light damage.
Phantasmal Shield hits Cold drake hatchling for 356 light damage.
Phantasmal Shield hits Cold drake hatchling for 356 light damage.
Phantasmal Shield hits Ice wyrm for 356 light damage.
Phantasmal Shield hits High Sun Paladin Aeryn for 212 light damage.
Phantasmal Shield hits Cold drake for 356 light damage.
Phantasmal Shield hits Cold drake hatchling for 356 light damage.
Elandar's cold repulsion area effect hits dgkedl for 0 cold, 26 physical (26 total damage).
High Sun Paladin Aeryn's sun path area effect hits Elandar for 25 light damage.
High Sun Paladin Aeryn hits Elandar for (146 ignored), 0 physical, 40 light (40 total damage).
Shield of Light hits Elandar for 19 light, 76 light, 34 light, 34 fire (162 total damage).
Mirror Image (Elandar)'s cleansing fire area effect hits Cold drake for 56 fire damage.
Mirror Image (Elandar)'s cleansing fire area effect hits dgkedl for 18 fire damage.
Mirror Image (Elandar)'s cleansing fire area effect hits Elandar for (26 ignored), 0 fire (0 total damage).
Mirror Image (Elandar)'s cleansing fire area effect hits Cold drake hatchling for 56 fire damage.
Mirror Image (Elandar)'s cleansing fire area effect hits Cold drake hatchling for 56 fire damage.
Mirror Image (Elandar)'s cleansing fire area effect hits Ice wyrm for 56 fire damage.
Mirror Image (Elandar)'s cleansing fire area effect hits Cold drake hatchling for 56 fire damage.
Mirror Image (Elandar)'s cleansing fire area effect hits Cold drake for 56 fire damage.
Mirror Image (Elandar)'s cleansing fire area effect hits High Sun Paladin Aeryn for 21 fire damage.
Mirror Image (Elandar)'s cold repulsion area effect hits Entropic maw for 16 cold, 10 physical (26 total damage).
Shield of Light hits High Sun Paladin Aeryn for 8 healing, 8 healing, 8 healing (0 total damage) [23 healing].
Elandar casts Lightning.
Elandar's spell attains critical power!
Elandar hits dgkedl for 694 lightning damage.
dgkedl the level 50 shalore cultist of entropy was amped to death by a Elandar on level 11 of High Peak.