









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it 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! Parasite-in-Pocket 1.6.0Description: [A necklace appear in inventory like a gray unidentified 'a necklace with fangs'. To use this mod start a new game, with a newly activated race and die. After death - when given two options, choose "a) ...want to live". And don't forget to equip Fanged Collar before dying. Availible in following game modes: Infinity Dungeons, Arena, Maj'Eyal main campaign, Orcs campaign. -------------Required The Forbidden Cults DLC---------------- Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Этот мод добавляет предмет Fanged Collar в инвентарь вновь созданного героя. Теперь вы можете начать выращивать своего паразита с ранних уровней. [Ожерелье появится в инвентаре, как серый неопознанный предмет 'a necklace with fangs'. Для активации новой Расы необходимо надеть его и умереть. А после смерти ответить: "a)... Я хочу жить" Не забудьте Экипировать его перед смертью! Доступно во всех режимах: Infinity Dungeons, Arena, Maj'Eyal main comany, Orcs company. -------------Требуется The Forbidden Cult DLC! ---------------- Установка: Удаление: или в игре: Possessor Bonus Class 1.7.4Donators/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:
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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Ghoul |
| Class | Berserker |
| Level / Exp | 35 / 87% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 159 (base 60) |
| Dexterity | 83 (base 60) |
| Constitution | 60 (base 27) |
| Magic | 13 (base 10) |
| Willpower | 12 (base 10) |
| Cunning | 15 (base 10) |
Resources
| Life | 1478/1478 |
| Stamina | 197/197 |
| Healing Factor | 1.8800507772247 |
| Regeneration | 62.939392300849 |
Speed
| Mental | +5% |
| Attack | +15% |
| Movement | 0% |
| Spell | +15% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 6 |
| See Stealth | 29.457410828382 |
| See Invisible | 29.457410828382 |
Offense: Mainhand
| Damage | 279 |
| Accuracy | 79 |
| Crit Chance | 72% |
| APR | 36 |
| Speed | 0.95 |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 2% |
| Speed | 0.8695652173913 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 2% |
| Speed | 0.8695652173913 |
Offense: Damage Bonus
| Temporal | +10% |
| All | 0% |
| Physical | +50% |
| Mind | +6% |
| Nature | +18% |
Offense: Damage Penetration
| Arcane | +5% |
| Physical | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 29 (53.292302510663%) |
| Defense | 82 |
| Ranged Defense | 82 |
| Fatigue | 0 |
| Physical Save | 62 |
| Spell Save | 46 |
| Mental Save | 37 |
Defense: Resistances
| Acid | + 33%( 70%) |
| Blight | + 28%( 70%) |
| Arcane | + 37%( 70%) |
| Cold | + 21%( 70%) |
| All | + 18%( 70%) |
| Lightning | + 21%( 70%) |
| Temporal | + 31%( 70%) |
| Physical | + 31%( 70%) |
| Fire | + 31%( 70%) |
| Nature | + 40%( 70%) |
Defense: Immunities
| Disarm Resistance | 50% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Fear Resistance | 100% |
| Stun Resistance | 79% |
| Poison Resistance | 80% |
| Silence Resistance | 20% |
Inscriptions (4/4)
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 555 damage for 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 103 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. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 2.5 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 431.80 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 732 damage for 4 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Technique / Warcries | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Berserker's strength | 1.30 |
| 3/5 |
| 4/5 |
| 2/5 |
| 2/5 |
| Technique / Bloodthirst | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 4/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Berserker Rage |
| talent | Precise Strikes |
| talent | Chant of Fortitude |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| beneficial effect | You have the ingredients for the following alchemist elixirs: The Brotherhood of Alchemists· Marus of Elvala's elixir of mastery · Agrimley the hermit's elixir of serendipity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You failed to protect the lost defiler from death by ZBers. Escort: lost defiler (level 1 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Cunning by +5. | 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 talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Strength by +5. | 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 |
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 |
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 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: 208. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' 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 minotaur nose. * You've found the needed pouch of faeros ash. * You've found the needed wretchling eyeball. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed orc heart. * You've found the needed red crystal shard. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed length of troll intestine. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
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 within6 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | Yvysebeth the Squalorpiercer (38 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +3 Defense: +38 (+7 eff.) Damage when hit (Melee): 6 nature Changes stats: +11 Str / +8 Dex / +3 Mag Changes resistances: +9% nature A pair of boots made of leather. |
| Light source | brass lantern 'Xeredhewe' =Def 20=Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +2 Defense: +20 (+4 eff.) Changes stats: +1 Str Changes resistances: +5% arcane Changes resistances penetration: +5% arcane 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. |
| On head | Murkwyrd (25 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +25 (+5 eff.) Armour: +9 Defense: +25 (+5 eff.) Fatigue: +3% Effects on melee hit: * 20% chance to reduce damage dealt by 13% Changes stats: +6 Str / +2 Dex Changes resistances: +5% arcane Changes damage: +15% physical Critical mult.: +20.00% A cap made of leather. |
| Tool | Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+5 eff.) Mindpower: +10 (+5 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 9 power out of 25/25) : Effective talent level: 6.5 Power cost: 9 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
| On fingers | Gloompulverizer the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +2 Damage when hit (Melee): 10 darkness Changes stats: +2 Con Changes damage: +12% physical Critical mult.: +10.00% Physical save: +12 (+3 eff.) Stun/Freeze immunity: +29% Life regen: +4.00 Only die when reaching: -40.00 life Rings make your fingers look great! |
| On fingers | gold ring 'Cyrulera'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Changes resistances: +9% physical Changes damage: +9% physical Physical save: +12 (+3 eff.) Life regen: +11.00 Maximum life: +76.00 Infravision radius: +3 Healing mod.: +14% Rings make your fingers look great! |
| Around waist | Murkumbra the rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Effects on melee hit: * 10% chance to slow global speed by 41% Changes resistances: +3% nature Mental save: +6 (+3 eff.) Stamina each turn: +3.00 Maximum stamina: +30.00 Spellpower: +3 (+1 eff.) A belt that goes around your waist. |
| In main hand | Tulirain (64-102 power, 3 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 63.5 - 101.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour penetration: +27 Physical crit. chance: +32.0% Changes resistances: +9% fire / +5% arcane / +3% nature Critical mult.: +56.00% Mental save: +6 (+3 eff.) Maximum life: +40.00 Healing mod.: +15% Massive two-handed swords. |
| On hands | Armudas (15 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +18 (+4 eff.) Armour: +3 Defense: +15 (+3 eff.) Fatigue: +5% Changes stats: +4 Dex / +4 Con Changes resistances: +12% acid / +3% cold / +3% lightning Reduces incoming crit damage: 15.00% Physical save: +10 (+3 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+3 eff.) Disarm immunity: +50% Life regen: +4.50 Stamina each turn: +0.80 Psi each turn: +0.32 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 17 cooldown : Effective talent level: 5.9 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 38% and provides a 22% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Ce'Nagadhessra (14 def, 6 armour)Requires: - Strength 16 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +6 Defense: +14 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 10 mind Changes stats: +6 Str / +8 Dex / +4 Wil / +2 Cun Changes resistances: +8% arcane Changes damage: +6% mind Physical save: +20 (+5 eff.) Spell save: +19 (+6 eff.) Mental save: +9 (+4 eff.) Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
| Cloak | cashmere cloak 'Zerydunalach' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +2 Defense: +2 (+0 eff.) Changes stats: +5 Con Changes resistances: +11% nature / +12% blight Changes resistances penetration: +10% physical Changes damage: +9% physical Life regen: +4.00 Maximum stamina: +30.00 Healing mod.: +16% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet 'Moldbutcher'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +6% acid / +7% physical / +6% fire Changes damage: +18% nature Mental save: +6 (+3 eff.) Silence immunity: +20% Life regen: +4.00 Stamina each turn: +0.40 Healing mod.: +10% Amulets make your neck look great! |
Inventory
Primal Infusion (affinity 11%; reduction 2; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 11% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion of the warrior (die at -1000; dur 6; cd 32)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: 32 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 6 turns. While Heroism is active, you will only die when reaching -1000 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1000 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength 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. |
blink rune of the titan (range 6; phase 17; cd 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (198.00 temporal damage, removed from time 4 turns)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: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Inflicts 217.80 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
Prismatic Rune (6 turns; acid, physical, blight, fire, nature, temporal)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: 18 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 3 physical, 4 blight, 4 fire, 4 nature, 5 temporal 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. |
Rune of Dissipation ( )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: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (87% 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. 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. |
shatter afflictions rune of the wizard (absorb 62; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 62 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. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the duelist (absorb 452; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 452 damage for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
stormshield rune of the warrior (threshold 42; blocks 9; dur 4; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 42 up to 9 times. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
insulating copper amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +10% fire / +11% cold Amulets make your neck look great! |
warrior's 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: +5% physical Stamina each turn: +0.30 Amulets make your neck look great! |
a necklace with fangsPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 |
Xanethra the Pitchquill =Cun 5=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Effects on melee hit: * 20% chance to reduce damage dealt by 13% * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 temporal Changes stats: +5 Dex / +5 Cun / +5 Con Changes resistances: +18% acid Changes damage: +6% darkness / +12% temporal Life regen: +2.00 Stamina each turn: +0.60 Movement speed: +10% Amulets make your neck look great! |
steel amulet 'Breezestrider'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% lightning / +13% mind / +12% light Changes damage: +18% nature Confusion immunity: +42% Life regen: +4.00 Amulets make your neck look great! |
Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+13 eff.) Confusion immunity: -100% Mindpower: +8 (+4 eff.) Talent on hit(mindpower): Sunder Mind (8% chance level 1). A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
Turaroddasus the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% lightning Changes damage: +10% lightning / +3% arcane Critical mult.: +5.00% Spellpower on spell critical (stacks up to 3 times): +4 Damage Shield penetration: +10% Rings make your fingers look great! |
copper ring 'Phoenixorder'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 41% * 20% chance to reduce damage dealt by 13% Changes resistances: +3% fire Changes resistances penetration: +5% darkness Changes damage: +18% fire Life regen: +8.00 Maximum life: +45.00 Healing mod.: +12% Rings make your fingers look great! |
copper ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Defense: +8 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 3.5 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
psionicist's copper ring =Wil 3=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) Rings make your fingers look great! |
psionicist's copper ring of nature (+22%) =Wil 3=Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +22% nature Changes damage: +11% nature Mental save: +6 (+3 eff.) Rings make your fingers look great! |
rogue's copper ring =Cun 3=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +3 Cun Rings make your fingers look great! |
Gyth the steel ring =Mag 7, Wil 4, Cun 9=Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+1 eff.) Damage when hit (Melee): 2 arcane Changes stats: +7 Mag / +4 Wil / +9 Cun Changes resistances: +5% arcane Changes resistances penetration: +10% arcane Spell save: +8 (+3 eff.) Mindpower: +7 (+3 eff.) Rings make your fingers look great! |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+5 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 28 power out of 50/50) : Effective talent level: 3.5 Power cost: 28 out of 50/50. Range: 8 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: 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? |
rogue's steel ring of nature (+22%) =Cun 5=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +5 Cun Changes resistances: +22% nature Changes damage: +11% nature Rings make your fingers look great! |
wizard's steel ring of pilfering =Mag 3=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Defense: +9 (+1 eff.) Changes stats: +3 Mag Spell save: +6 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 3.5 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Amosarin the gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 23% Changes stats: +6 Cun / +2 Wil Changes resistances penetration: +15% mind Changes damage: +12% mind Critical mult.: +20.00% Mental save: +10 (+4 eff.) Confusion immunity: +38% Mindpower: +20 (+10 eff.) Rings make your fingers look great! |
FirespireCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +4 Str / +3 Dex / +5 Cun Changes resistances: +15% fire Mental save: +6 (+3 eff.) Psi when hit: +0.16 Mental crit. chance: +4% Infravision radius: +2 Rings make your fingers look great! |
gold garnet ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +10 Physical crit. chance: +3.0% Physical power: +10 (+2 eff.) Defense: +12 (+2 eff.) Changes damage: +12% all Spellpower: +5 (+2 eff.) Spell crit. chance: +3% Mindpower: +11 (+5 eff.) Mental crit. chance: +3% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 3.5 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
solipsist's gold ring of lightning (+30%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +5 Wil Changes resistances: +30% lightning Changes damage: +15% lightning Mindpower: +8 (+4 eff.) Rings make your fingers look great! |
treant's gold ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +8% nature / +5% blight Poison immunity: +15% Disease immunity: +15% Life regen: +9.00 Maximum life: +50.00 Healing mod.: +12% Rings make your fingers look great! |
treant's gold ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +9 Defense: +10 (+2 eff.) Changes resistances: +7% nature / +7% blight Poison immunity: +12% Disease immunity: +15% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 3.5 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
warrior's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Rings make your fingers look great! |
stralite amber ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Effects on melee hit: * 15% chance to reduce all saves and defense by 15 Damage (Melee): 25 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 15 Damage (Ranged): 23 physical Changes stats: +6 Cun Changes damage: +8% all Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 Spell crit. chance: +4% Mental crit. chance: +4% It can be used to activate talent Bleeding Edge, placing all other charms into a 11 cooldown : Effective talent level: 3.5 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
Bolbum's Big Knocker (64-77 power, 10 apr, physical element)Requires: - Magic 38 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 64.0 - 76.8 Uses stat: 140% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +10 Attack speed: 100% Damage (Melee): +10 % chance of confusion When wielded/worn: Accuracy: +7 (+2 eff.) Changes damage: +20% physical Talent mastery: +0.20 Spell / Staff combat Spellpower: +12 (+6 eff.) Spell crit. chance: +18% It can be used to activate talent Channel Staff (costing 5 power out of 20/20) : Effective talent level: 3.5 Power cost: 5 out of 20/20. Range: 8 Travel Speed: 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 99% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
Emima (70-106 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 70.5 - 105.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +24 cold When wielded/worn: Physical crit. chance: +16.0% Changes resistances: +3% cold Changes resistances penetration: +10% arcane Spell save: +6 (+2 eff.) Only die when reaching: -20.00 life Maximum life: +60.00 Spell crit. chance: +1% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Massive two-handed mauls. |
Genocide (42-67 power, 4 apr)Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 42.0 - 67.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Golden Three-Edged Sword 'The Truth' (49-78 power, 9 apr)Requires: - Willpower 18 - Cunning 18 - Strength 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.0 - 78.4 Uses stat: 129% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
Star (10-13 power, 0 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Base power: 10.0 - 13.0 Uses stats: 20% Str, 20% Dex Damage type: Light Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Light damage. When wielded/worn: Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Eldoral Last ResortRequires: - Dexterity 26 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 118% Firing range: +10 When wielded/worn: Changes stats: +3 Cun / +4 Dex Changes damage: +15% physical Talents cooldown: Swift Shot (-1 turn) Hurricane Shot (-2 turns) When dropping below 30% max HP, you gain 20% attack speed, lose 100% fatigue, and your shots don't consume ammo for 5 turns. 30 turns cd. A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
woollen robe 'Cyrubeth' (3 def, 4 armour) =wil 10=Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +4 Defense: +3 (+0 eff.) Damage when hit (Melee): 6 temporal Changes stats: +10 Wil Changes resistances: +9% all Changes resistances penetration: +20% mind Critical mult.: +15.00% Physical save: +20 (+5 eff.) Maximum hate: +8.00 Mindpower: +25 (+12 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Armagarach the cashmere robe (0 def, 0 armour) =Mag 8=Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +6 Str / +8 Mag / +6 Wil Changes resistances: +7% lightning / +8% cold / +15% darkness / +11% all Changes damage: +11% lightning / +10% physical / +10% darkness / +14% cold Mana each turn: +0.42 Maximum mana: +58.00 Spellpower: +19 (+9 eff.) Spell crit. chance: +8% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe 'Mayanne' (4 def, 3 armour) =Cun 7=Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +3 Defense: +4 (+0 eff.) Changes stats: +7 Cun Changes resistances: +11% all Changes damage: +5% light / +10% darkness Critical mult.: +21.00% Physical save: +18 (+5 eff.) Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +3.00 Spellpower: +7 (+3 eff.) Spell crit. chance: +7% Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+2 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
nimble reinforced leather armour of the deep (20 def, 11 armour) =water=Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +11 Defense: +20 (+4 eff.) Fatigue: +8% Changes stats: +6 Dex Changes resistances: +8% acid / +9% cold Allows you to breathe in: water Movement speed: +20% A suit of armour made of leather. |
Scale Mail of Kroltar (10 def, 18 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+2 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 28 power out of 80/80) : Effective talent level: 4.5 Power cost: 28 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 20.69 fire damage in a radius of 4 each turn for 8 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
noble's rough leather belt of the mystic =Cun 4=Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +3 Wil Damage against: +17% Summoned Reduced damage from: +17% Summoned Mental save: +6 (+3 eff.) Spellpower: +3 (+1 eff.) A belt that goes around your waist. |
Lorekath the hardened leather belt =wil 9=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +9 Wil Changes resistances penetration: +15% blight Mental save: +18 (+7 eff.) Equilibrium when hit: +0.08 Spellpower: +5 (+2 eff.) A belt that goes around your waist. |
Ce'Natha (1 def, 0 armour) =Mag 10=Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +10 Mag Changes resistances: +3% mind 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. |
linen cloak 'Scabhacker' (1 def, 0 armour) =Cun 4=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +4 Cun / +2 Dex Changes resistances penetration: +15% nature Reduces incoming crit damage: 5.00% See invisible: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Splendourworm' (1 def, 0 armour) =Wil 6=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Defense: +1 (+0 eff.) Fatigue: -3% Changes stats: +6 Mag / +6 Wil / +2 Cun Changes damage: +27% light A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Aerarethra the pair of rough leather boots (0 def, 1 armour) =Wil 2=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 2 acid Changes stats: +3 Str / +4 Dex / +2 Wil / +2 Con Changes damage: +3% physical Infravision radius: +2 It can be used to activate talent Rush, placing all other charms into a 14 cooldown : Effective talent level: 3.2 Power cost: 14 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Hazepain the pair of rough leather boots (0 def, 1 armour) =Mag 4=Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Str / +4 Mag / +1 Cun Changes resistances: +3% cold Changes resistances penetration: +15% mind Spellpower: +4 (+2 eff.) A pair of boots made of leather. |
Adabrenn the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +20 (+4 eff.) Armour: +3 Fatigue: +2% Changes stats: +2 Str / +11 Dex Life regen: +2.00 Healing mod.: +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Deledunaldil the Magmaborn (0 def, 3 armour) =Cun 3=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 20% chance to slow global speed by 41% Damage when hit (Melee): 2 light Changes stats: +3 Cun / +2 Dex Changes resistances penetration: +25% fire It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 4.5 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 193% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Loroduromileg the pair of dwarven-steel boots (5 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +5 (+1 eff.) Fatigue: +3% Changes resistances: +12% nature / +6% lightning Reduces incoming crit damage: 10.00% Spell save: +9 (+3 eff.) Silence immunity: +37% Confusion immunity: +34% Stun/Freeze immunity: +30% Life regen: +4.00 Maximum life: +80.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Tempestwish' (0 def, 4 armour) =Cun 11=Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +11 Cun / +3 Mag Changes resistances penetration: +15% lightning Changes damage: +24% mind Spellpower: +7 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour) =Wil 4, Cun 4=Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
hardened leather gloves of spellstriking (0 def, 2 armour) =Wil 5, Mag 6=Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 10 arcane Changes stats: +6 Mag / +5 Wil Changes resistances: +5% arcane Changes damage: +5% arcane Spellpower: +6 (+3 eff.) 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. |
Xanyyamira (5 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Defense: +5 (+1 eff.) Fatigue: +3% Changes stats: +4 Str Changes resistances penetration: +20% blight Reduces incoming crit damage: 15.00% Life regen: +4.00 Mana each turn: +0.08 Maximum vim: +20.00 Damage Shield penetration: +10% It can be used to activate talent Skullcracker, placing all other charms into a 11 cooldown : Effective talent level: 4.5 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 771.0 Physical damage. If the attack hits, the target is confused (44% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Isaldarin the iron helm (0 def, 5 armour) =Cun 3=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Cun / +1 Mag Changes resistances: +3% light Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+5 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Emewen (0 def, 8 armour) =Wil 6, Mag 4=Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +8 Fatigue: +4% Effects on melee hit: * 20% chance to reduce all saves and defense by 15 Changes stats: +4 Mag / +6 Wil Changes resistances: +5% fire / +9% cold Changes resistances penetration: +15% arcane / +5% mind Changes damage: +11% blight / +7% arcane Spell crit. chance: +1% Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
13 spinel0.00 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. |
12 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+1 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. |
11 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
7 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
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. |
776 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Blizzardsun =Wil 5, Track=Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +5 Wil Changes resistances: +3% cold / +9% fire Mental save: +6 (+3 eff.) Blindness immunity: +22% Confusion immunity: +11% Light radius: +7 See stealth: +6 See invisible: +6 It can be used to activate talent Track, placing all other charms into a 22 cooldown : Effective talent level: 6.5 Power cost: 22 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 for 9 turns. The radius will increase with your Cunning. 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. |
brass lantern 'Betymira' =Mag 1=Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Mag Changes resistances: +3% nature / +6% darkness Maximum life: +41.00 Light radius: +3 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. |
EiliniraCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 14 Changes stats: +4 Cun / +2 Wil Changes damage: +9% temporal Blindness immunity: +28% Confusion immunity: +16% Light radius: +9 See stealth: +9 See invisible: +11 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Track, placing all other charms into a 22 cooldown : Effective talent level: 4.5 Power cost: 22 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 15 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Berulathastir the iron pickaxe (dig speed 29 turns) =+ACC=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +6 Effects on melee hit: * 10% chance to reduce all saves and defense by 15 Changes stats: +3 Str Changes resistances: +9% lightning Critical mult.: +10.00% Life regen: +2.00 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 15 cooldown : Effective talent level: 7.2 Power cost: 15 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +126 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
Cyrevena (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +5 Str / +1 Wil / +1 Con Changes damage: +12% physical Mindpower: +10 (+5 eff.) Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Zorim the Satyrlord (dig speed 30 turns) =Cun 6=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +2 Changes stats: +1 Str / +2 Dex / +6 Cun Changes resistances: +3% nature / +3% temporal Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Sungash' (dig speed 29 turns) =Wil 2, Cun 2=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +1 Str / +1 Mag / +2 Wil / +2 Cun Changes resistances: +12% fire Changes resistances penetration: +15% fire Infravision radius: +3 See invisible: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 63% of the healing done. This effect scales with your Magic stat. Activation costs 42 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (3/3)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 111 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. |
Emeloda [power 160] (9 cooldown) =Mag 4=Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Mag Changes resistances: +3% temporal Changes damage: +6% temporal It can be used to blast the opponent's mind dealing 170 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 9 turns. When used: * Reduce 1 talent cooldowns by 2. * Increase all damage penetration by 14% for 2 turns. * Heal for 42. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 110] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of healing 'Scorchenvy' [power 110] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +3 Mag / +2 Wil Changes resistances: +9% fire Changes damage: +9% arcane Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +2 It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 9 turns. When used: * Heal for 34. Natural totems are made by powerful wilders to store nature power. |
Cuthilathadurig the Healking [power 194] (9 cooldown) =Heal=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 8 nature Changes stats: +2 Str Changes resistances: +6% acid / +9% temporal Changes resistances penetration: +15% nature Reduces incoming crit damage: 10.00% It can be used to heal yourself and all friendly characters within 10 spaces for 194 Activation puts all charms on cooldown for 9 turns. When used: * Increase all damage by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
quick yew totem of healing [power 248] (7 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 248 Activation puts all charms on cooldown for 7 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By ZBers the Ghoul Berserker level 19
66th Haze 122nd year of Ascendancy at 10:48 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By ZBers the Ghoul Berserker level 35
3rd Mirth 123rd year of Ascendancy at 21:36 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By ZBers the Ghoul Berserker level 21
3rd Regrowth 123rd year of Ascendancy at 01:49 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By ZBers the Ghoul Berserker level 31
72nd Regrowth 123rd year of Ascendancy at 02:11 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By ZBers the Ghoul Berserker level 31
22nd Pyre 123rd year of Ascendancy at 16:44 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By ZBers the Ghoul Berserker level 32
24th Pyre 123rd year of Ascendancy at 03:50 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By ZBers the Ghoul Berserker level 10
6th Flare 122nd year of Ascendancy at 11:19 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By ZBers the Ghoul Berserker level 20
75th Haze 122nd year of Ascendancy at 01:51 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By ZBers the Ghoul Berserker level 30
50th Regrowth 123rd year of Ascendancy at 07:58 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By ZBers the Ghoul Berserker level 35
65th Pyre 123rd year of Ascendancy at 07:19 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By ZBers the Ghoul Berserker level 25
18th Regrowth 123rd year of Ascendancy at 02:46 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By ZBers the Ghoul Berserker level 14
39th Haze 122nd year of Ascendancy at 12:19 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By ZBers the Ghoul Berserker level 5
9th Mirth 122nd year of Ascendancy at 15:00 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By ZBers the Ghoul Berserker level 11
10th Flare 122nd year of Ascendancy at 10:04 see stats
The Restless Dead (Insane (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By ZBers the Ghoul Berserker level 35
4th Mirth 123rd year of Ascendancy at 11:39 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By ZBers the Ghoul Berserker level 27
41st Regrowth 123rd year of Ascendancy at 12:16 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By ZBers the Ghoul Berserker level 27
30th Regrowth 123rd year of Ascendancy at 04:04 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By ZBers the Ghoul Berserker level 11
1st Dusk 122nd year of Ascendancy at 20:35 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By ZBers the Ghoul Berserker level 23
15th Regrowth 123rd year of Ascendancy at 12:41 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By ZBers the Ghoul Berserker level 27
40th Regrowth 123rd year of Ascendancy at 14:27 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By ZBers the Ghoul Berserker level 23
5th Regrowth 123rd year of Ascendancy at 18:18 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By ZBers the Ghoul Berserker level 15
45th Haze 122nd year of Ascendancy at 14:24 see stats
Log
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a Intimidating Cave here (press '' or right click to use).
Ran for 18 turns (stop reason: at exit).
There is an exit to the worldmap here (press '' or right click to use).
There is a Mark of the Spellblaze 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.
Saving game...
Saving done.
Today is the 5th Mirth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:41.
Today is the 6th Mirth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:11.
Today is the 7th Mirth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:30.
There is a Way into a volcanic caldera here (press '' or right click to use).
Ran for 24 turns (stop reason: interesting terrain).
Saving game...
Saving done.
Connection to online server lost, trying to reconnect.
Connection to online server established.
Connection to online server lost, trying to reconnect.
Connection to online server established.
Message from DarkGod: Grooooowwwlll. The Bearscape has come!
This is an event you got to enjoy because of the generosity of CompScat, so thank them and look for a portal on your worldmap!
Beware, Bears are cute but this zone might not be that easy! Level 15+ recommended.
Message from DarkGod: The Lost Land of Poosh has been located!
This is an event you got to enjoy because of the generosity of CompScat, so thank them and look for a portal on your worldmap!
Beware of what might lurk inside! Level 15+ recommended.
Connection to online server lost, trying to reconnect.
Connection to online server established.
Connection to online server lost, trying to reconnect.
Connection to online server established.
Saving game...
Saving done.


























































































































