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 Adventure |
Sex | Male |
Race | Cornac |
Class | Doomed |
Level / Exp | 50 / 317% |
Size | medium |
Lifes / Deaths | Killed by rogue at level 7 on the 1st Mirth 122nd year of Ascendancy at 22:06 0 / 7Killed by Xanelralle the cold drake at level 23 on the 39th Dusk 122nd year of Ascendancy at 11:51 Killed by Cultist at level 29 on the 68th Dusk 122nd year of Ascendancy at 13:28 Killed by Grand Corruptor at level 29 on the 69th Dusk 122nd year of Ascendancy at 03:00 Killed by Eliwe the skeleton magus at level 32 on the 78th Dusk 122nd year of Ascendancy at 10:34 Killed by Eliwe the skeleton magus at level 32 on the 78th Dusk 122nd year of Ascendancy at 12:21 Killed by orc high pyromancer at level 50 on the 4th Flare 123rd year of Ascendancy at 23:48 |
Primary Stats
Strength | 39 (base 22) |
Dexterity | 48 (base 26) |
Constitution | 60 (base 60) |
Magic | 22 (base 11) |
Willpower | 85 (base 65) |
Cunning | 105 (base 62) |
Resources
Hate | 110/110 |
Equilibrium | 0 |
Life | 1270/1270 |
Paradox | 300 |
Psi | 195/195 |
Healing Factor | 1.5700507772245 |
Regeneration | 26.899086873687 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -52.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 6 |
See Stealth | 64.224457628242 |
See Invisible | 76.224457628241 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 51 |
Accuracy | 54 |
Crit Chance | 49% |
APR | 47 |
Speed | 1.00 |
Offense: Offhand
Damage | 52 |
Accuracy | 54 |
Crit Chance | 49% |
APR | 47 |
Speed | 1.00 |
Offense: Spell
Spellpower | 61 |
Crit Chance | 31% |
Speed | 1 |
Offense: Mind
Mindpower | 98 |
Crit Chance | 83% |
Speed | 1 |
Offense: Damage Bonus
Acid | +43% |
Blight | +25% |
Arcane | +16% |
Mind | +99% |
All | +7% |
Darkness | +16% |
Physical | +23% |
Fire | +25% |
Cold | +44% |
Offense: Damage Penetration
Acid | +20% |
Light | +31% |
Lightning | +25% |
Mind | +35% |
All | 0% |
Defense: Base
Armour (hardiness) | 32 (48.304188961773%) |
Defense | 62 |
Ranged Defense | 62 |
Fatigue | 0 |
Physical Save | 58 |
Spell Save | 45 |
Mental Save | 66 |
Defense: Resistances
Acid | + 53%( 74%) |
Blight | + 53%( 74%) |
Physical | + 47%( 74%) |
Cold | + 68%( 74%) |
All | + 35%( 74%) |
Lightning | + 41%( 74%) |
Light | + 57%( 74%) |
Temporal | + 43%( 74%) |
Mind | + 53%( 74%) |
Darkness | + 60%( 74%) |
Fire | + 55%( 74%) |
Nature | + 42%( 74%) |
Defense: Immunities
Teleport Resistance | 24% |
Stun Resistance | 100% |
Pinning Resistance | 37% |
Confusion Resistance | 95% |
Fear Resistance | 45% |
Silence Resistance | 24% |
Instadeath Resistance | 100% |
Knockback Resistance | 65% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 Infusion: MovementUse 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 increase movement speed by 842% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 30% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 23 up to 6 times. Its effects scale with your Willpower stat. |
Class Talents
Cursed / Darkness | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Shadows | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 1/5 |
Cursed / Punishments | 1.70 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Fears | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Cursed / One with shadows | 1.70 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Cursed / Force of will | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 4/5 |
| 3/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Gestures | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Cursed / Dark sustenance | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved spell save by +12. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Dreadfell. Escort: temporal explorer (level 1 of Dreadfell)As a reward you improved talent Precognition (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved talent Mind Sear (+1 level(s)). | 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 ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have 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 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 within | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * 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 | Frost Treads (Nightmares) (1 def, 4 armour) Frost Treads (Nightmares) (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. Curse of Nightmares A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | Betheda the Searsmasher Betheda the SearsmasherInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 24% chance to reduce all saves and defense by 49 Damage when hit (Melee): 12 fire Changes stats: +6 Wil Changes damage: +38% mind Silence immunity: +24% Teleport immunity: +24% Life regen: +4.88 Maximum life: +122.07 Light radius: +5 Healing mod.: +20% Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | drakeskin leather cap 'Arorain' (Shrouds) (17 def, 13 armour) drakeskin leather cap 'Arorain' (Shrouds) (17 def, 13 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+4 eff.) Armour: +13 Defense: +17 (+4 eff.) Fatigue: +5% Effects when hit in melee: * 18% chance to gain 10% of a turn (3/turn limit) Changes stats: +8 Cun Changes resistances: +3% blight / +19% darkness / +16% light / +5% all Changes damage: +9% arcane Reduces incoming crit damage: 15.00% Physical save: +12 (+4 eff.) Mana when firing critical spell: +1.00 Vim when firing critical spell: +2.06 Damage Shield penetration: +31% Curse of Shrouds A cap made of leather. |
On hands | drakeskin leather gloves 'Chugund' (Misfortune) (0 def, 9 armour) drakeskin leather gloves 'Chugund' (Misfortune) (0 def, 9 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +9 Changes stats: +5 Str / +5 Dex / +3 Cun Changes resistances: +9% blight / +3% fire / +6% mind / +12% temporal Talent cooldown: Double Strike (-1 turn) Physical save: +14 (+4 eff.) Disease immunity: +20% Pinning immunity: +20% When used to modify unarmed attacks: Power: 131% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +11 Armour Penetration: +5 Crit. chance: +19.0% Attack speed: 100% When this weapon hits: Set Up (10% chance level 5). Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | yew totem of healing 'Umbracrypt' [power 314] (27/15 cooldown) yew totem of healing 'Umbracrypt' [power 314] (27/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 39% Changes stats: +4 Cun Changes resistances penetration: +20% mind Changes damage: +15% acid Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +4.00 Maximum psi: +20.00 Mindpower: +10 (+2 eff.) It can be used to heal yourself and all friendly characters within 10 spaces for 314 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Kindleblack the voratun ring (Corpses) Kindleblack the voratun ring (Corpses)Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+4 eff.) Physical power: +17 (+4 eff.) Defense: +13 (+3 eff.) Changes stats: +1 Cun / +1 Dex Changes resistances: +12% blight Changes damage: +18% blight / +7% all Stun/Freeze immunity: +50% Life regen: +9.00 Spellpower: +15 (+4 eff.) Mindpower: +20 (+3 eff.) Light radius: +2 Movement speed: +22% Activating this item is instant. Curse of Corpses It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 5.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 42% for 5 turns. Rings make your fingers look great! |
On fingers | steel ring 'Betedadhelle' (Misfortune) steel ring 'Betedadhelle' (Misfortune)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Str / +5 Mag Reduces incoming crit damage: 15.00% Mental save: +7 (+1 eff.) Confusion immunity: +30% Stun/Freeze immunity: +20% Knockback immunity: +20% See invisible: +6 Curse of Misfortune Rings make your fingers look great! |
Around neck | Layibremina the voratun amulet (Corpses) Layibremina the voratun amulet (Corpses)Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +6 Defense: +7 (+2 eff.) Effects on melee hit: * 20% chance to reduce armor by 39% Changes stats: +6 Wil Changes resistances: +9% acid Changes resistances cap: +4% all Changes resistances penetration: +15% mind / +20% acid Talent masteries: +0.40 Cursed / Punishments +0.40 Cursed / One with shadows Physical save: +27 (+7 eff.) Mental save: +14 (+3 eff.) Confusion immunity: +20% Mindpower: +15 (+2 eff.) Curse of Corpses Amulets make your neck look great! |
In main hand | living mindstar 'Glaregrind' (Shrouds) (111% power, 40 apr, mind damage) living mindstar 'Glaregrind' (Shrouds) (111% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 111% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 24% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +8 mind Damage (radius 2) on crit: +24 blight When wielded/worn: Damage when hit (Melee): 8 light Changes resistances: +18% light Changes resistances penetration: +31% light Talent granted: +1 Attune Mindstar Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) Equilibrium when hit: +2.10 Psi when hit: +0.16 Mindpower: +30 (+5 eff.) Mental crit. chance: +10% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | drakeskin leather belt 'Gorekalthonik' (Nightmares) drakeskin leather belt 'Gorekalthonik' (Nightmares)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +13.0% Changes stats: +6 Str / +11 Dex / +6 Mag / +6 Wil / +15 Cun Changes resistances: +14% cold / +10% fire Physical save: +19 (+5 eff.) Spell save: +18 (+6 eff.) Mental save: +17 (+4 eff.) Mental crit. chance: +14% Light radius: +3 See invisible: +6 Curse of Nightmares A belt that goes around your waist. |
In off hand | Zubarawen (Misfortune) (114% power, 40 apr, mind damage) Zubarawen (Misfortune) (114% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 114% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 blight Damage (radius 1) on hit: +8 arcane When wielded/worn: Damage (Melee): 12 mind / 15 darkness Changes stats: +8 Cun Changes resistances: +3% blight Changes damage: +32% mind / +9% darkness Talent granted: +1 Attune Mindstar Critical mult.: +18.00% Psi when firing a critical mind attack: +5.00 Maximum mana: +80.00 Spell crit. chance: +1% Mindpower: +15 (+2 eff.) Mental crit. chance: +10% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | Olysaldir the Gloompiety (Corpses) (2 def, 0 armour) Olysaldir the Gloompiety (Corpses) (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +3 (+1 eff.) Defense: +2 (+0 eff.) Fatigue: -4% Changes resistances: +20% darkness Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 Mental crit. chance: +7% Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Xeralratha the Chargebile (Shrouds) (0 def, 0 armour) Xeralratha the Chargebile (Shrouds) (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Damage when hit (Melee): 10 lightning Changes resistances: +9% lightning / +18% physical / +18% acid / +17% cold / +18% fire / +22% mind / +15% all Changes resistances penetration: +25% lightning Changes damage: +21% acid / +16% physical / +22% cold / +22% mind / +18% fire Talent cooldown: Refit Golem (-5 turns) Mental save: +30 (+7 eff.) Mindpower: +5 (+1 eff.) Mental crit. chance: +5% Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
regeneration infusion of the psychic (heal 534; 13 cd) regeneration infusion of the psychic (heal 534; 13 cd)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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 534 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Undeath Blood of UndeathPowered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)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: 24 Travel Speed: instantaneous Usage Speed: Spell (100% 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. |
Rune of Reflection (--) Rune of Reflection (--)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: 15 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 210 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. |
shielding rune of the psychic (absorb 516; dur 6; cd 15) shielding rune of the psychic (absorb 516; dur 6; cd 15)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: 15 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 516 damage for 6 turns. Its effects scale with your Willpower 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. |
stormshield rune of the wizard (threshold 40; blocks 3; dur 4; cd 13) stormshield rune of the wizard (threshold 40; blocks 3; dur 4; cd 13)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: 13 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 40 up to 3 times. 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Choker of Dread (Misfortune) Choker of Dread (Misfortune)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 Curse of Misfortune It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Modan the steel amulet (Madness) Modan the steel amulet (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +20 (+6 eff.) Armour: +4 Changes resistances: +3% blight / +18% temporal / +15% lightning Changes damage: +9% acid Pinning immunity: +30% Stun/Freeze immunity: +20% Knockback immunity: +26% Teleport immunity: +20% Stamina each turn: +2.00 Curse of Madness Amulets make your neck look great! |
Murkwalker the voratun amulet (Nightmares) Murkwalker the voratun amulet (Nightmares)Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +11 (+3 eff.) Damage when hit (Melee): 2 darkness Changes resistances: +12% darkness Changes resistances cap: +7% all Changes resistances penetration: +5% darkness / +20% light Changes damage: +3% light / +9% darkness Talent mastery: +0.40 Cursed / Force of will Physical save: +49 (+13 eff.) Spell save: +25 (+9 eff.) Mental save: +23 (+5 eff.) Curse of Nightmares Amulets make your neck look great! |
Shard of Insanity (Corpses) Shard of Insanity (Corpses)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+8 eff.) Confusion immunity: -100% Mindpower: +8 (+1 eff.) Talent on hit(mindpower): Sunder Mind (8% chance level 1). Curse of Corpses 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. |
Zemekkys' Broken Hourglass (Madness) Zemekkys' Broken Hourglass (Madness)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. Curse of Madness It can be used to activate talent Time Stop (costing 50 power out of 80/80) : Effective talent level: 2.5 Power cost: 50 out of 80/80. 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. |
insulating copper amulet insulating copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% fire / +10% cold Amulets make your neck look great! |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 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. |
This item will automatically be transmogrified when you leave the level. Bethuta (Nightmares)Bethuta (Nightmares) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 (+5 eff.) Defense: +31 (+8 eff.) Changes resistances: +12% blight / +4% physical Changes damage: +9% mind Spell save: +9 (+3 eff.) Life regen: +17.00 Maximum life: +77.00 Maximum stamina: +31.32 Healing mod.: +33% Curse of Nightmares Rings make your fingers look great! |
Eilinildassra (Corpses) Eilinildassra (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +9% lightning / +1% physical / +3% light / +22% nature / +5% arcane Changes damage: +11% nature Spell save: +15 (+5 eff.) Curse of Corpses Rings make your fingers look great! |
Elytira (Madness) Elytira (Madness)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +2 Physical power: +5 (+1 eff.) Changes stats: +3 Cun / +1 Wil Spellpower: +6 (+2 eff.) Mindpower: +5 (+1 eff.) Light radius: +1 Curse of Madness Rings make your fingers look great! |
Layynne (Misfortune) Layynne (Misfortune)Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +17 (+4 eff.) Armour: +6 Defense: +18 (+4 eff.) Changes stats: +9 Cun Changes resistances: +6% acid / +6% darkness / +18% mind / +3% nature Changes resistances penetration: +5% arcane Changes damage: +9% blight / +18% mind / +7% all Spell save: +12 (+4 eff.) Spellpower: +15 (+4 eff.) Mindpower: +20 (+3 eff.) Curse of Misfortune Rings make your fingers look great! |
Radhidumas (Shrouds) Radhidumas (Shrouds)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +5 Wil Changes resistances penetration: +10% blight / +20% mind Changes damage: +6% mind Critical mult.: +10.00% Mental save: +10 (+2 eff.) Equilibrium when hit: +0.20 Psi when hit: +0.12 Mental crit. chance: +4% Curse of Shrouds Rings make your fingers look great! |
Ring of the Dead (Madness) Ring of the Dead (Madness)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! Curse of Madness This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Vargh Redemption (Misfortune) Vargh Redemption (Misfortune)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 Curse of Misfortune It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 26.75 cold and 22.85 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
copper ring 'Skykin' (Madness) copper ring 'Skykin' (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% fire Changes damage: +3% lightning / +11% fire Physical save: +6 (+2 eff.) Poison immunity: +10% Knockback immunity: +20% Only die when reaching: -40.00 life Healing mod.: +5% Curse of Madness Rings make your fingers look great! |
rogue's copper ring (Misfortune) rogue's copper ring (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Curse of Misfortune Rings make your fingers look great! |
steel ring 'Furnacepride' (Madness) steel ring 'Furnacepride' (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 arcane / 4 fire Changes resistances: +12% blight / +6% fire Changes resistances penetration: +15% blight Changes damage: +15% blight Physical save: +8 (+3 eff.) Spell save: +9 (+3 eff.) Mental save: +10 (+2 eff.) Curse of Madness Rings make your fingers look great! |
warden's dragonbone longbow of piercing (Shrouds) warden's dragonbone longbow of piercing (Shrouds)Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +30 (+10 eff.) Armour penetration: +20 Ammo reloads per turn: +6 Changes stats: +8 Mag Changes resistances penetration: +18% physical / +14% temporal / +23% all Changes damage: +14% temporal / +23% physical Talent mastery: +0.30 Chronomancy / Bow Threading Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Curse of Shrouds Longbows are used to shoot arrows at your foes. |
Arebreba the living mindstar (Corpses) (132% power, 40 apr, nature damage) Arebreba the living mindstar (Corpses) (132% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 132% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +37 (+12 eff.) Physical power: +30 (+7 eff.) Damage (Melee): 15 mind / 8 darkness Changes stats: +5 Con Changes resistances: +6% light Changes resistances penetration: +25% blight Changes damage: +10% mind / +10% darkness Talent granted: +1 Attune Mindstar Critical mult.: +15.00% Blindness immunity: +24% Only die when reaching: -97.65 life Spell crit. chance: +6% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Bloomsoul (Corpses) (94% power, 13 apr, nature damage) Bloomsoul (Corpses) (94% power, 13 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Power: 95% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +13 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.30 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. Curse of Corpses It can be used to activate talent Bloom Heal (costing 40 power out of 40/40) : Effective talent level: 2.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 50 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Scaldmark (Madness) (98% power, 24 apr, mind damage) Scaldmark (Madness) (98% power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 99% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage (radius 2) on crit: +16 fire When wielded/worn: Physical crit. chance: +3.0% Changes stats: +2 Mag Changes damage: +10% mind Talent granted: +1 Attune Mindstar Reduces incoming crit damage: 10.00% Physical save: +3 (+1 eff.) Psi when firing a critical mind attack: +2.00 Mindpower: +9 (+1 eff.) Mental crit. chance: +6% Light radius: +3 Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
epiphanous living mindstar of resolve (Shrouds) (112% power, 40 apr, nature damage) epiphanous living mindstar of resolve (Shrouds) (112% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 112% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes damage: +24% mind Talent granted: +1 Attune Mindstar Spell save: +8 (+3 eff.) Psi when firing a critical mind attack: +5.00 Mindpower: +14 (+2 eff.) Mental crit. chance: +10% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
resonating pulsing mindstar of gales (Nightmares) (105% power, 32 apr, nature damage) resonating pulsing mindstar of gales (Nightmares) (105% power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 106% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +15 (+4 eff.) Changes resistances: +5% mind Changes resistances penetration: +6% mind Changes damage: +8% lightning / +4% cold / +5% mind / +8% physical Talent granted: +1 Attune Mindstar Pinning immunity: +31% Psi when hit: +0.80 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Damage Resonance (when hit): +11% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar 'Daywhisper' (Madness) (97% power, 24 apr, nature damage) thorny mindstar 'Daywhisper' (Madness) (97% power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 97% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 39% Damage (Melee): +12 light / +4 mind Damage (radius 2) on crit: +12 light When wielded/worn: Changes resistances: +6% light Changes resistances penetration: +5% light / +5% mind Talent granted: +1 Attune Mindstar Mental save: +2 (+0 eff.) Maximum psi: +11.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
wyrm's living mindstar of clarity (Shrouds) (117% power, 40 apr, nature damage) wyrm's living mindstar of clarity (Shrouds) (117% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 117% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 10 lightning / 10 physical / 4 cold / 9 acid / 9 fire Changes resistances: +6% lightning / +10% physical / +7% fire / +8% cold / +8% acid Talent granted: +1 Attune Mindstar Mental save: +8 (+2 eff.) Maximum psi: +34.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloudwasp (Misfortune) Cloudwasp (Misfortune)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Str / +7 Wil / +2 Con Changes resistances: +10% fire / +15% temporal / +11% cold Changes resistances penetration: +20% lightning Changes damage: +12% temporal Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Misfortune A belt that goes around your waist. |
Layoda (Madness) Layoda (Madness)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Changes stats: +4 Dex / +3 Cun / +1 Con Changes resistances: +7% lightning / +10% temporal / +6% cold / +3% fire Mental save: +5 (+1 eff.) Pinning immunity: +20% Mindpower: +3 (+0 eff.) Mental crit. chance: +6% Curse of Madness A belt that goes around your waist. |
Marak the Splendourknight (Nightmares) Marak the Splendourknight (Nightmares)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +5 Wil Damage against: +15% Summoned Reduced damage from: +18% Summoned Mental save: +3 (+0 eff.) Psi when hit: +0.08 Mindpower: +15 (+2 eff.) Light radius: +2 Curse of Nightmares A belt that goes around your waist. |
Anolatir the Skywrest (Nightmares) (11 def, 0 armour) Anolatir the Skywrest (Nightmares) (11 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +11 (+3 eff.) Damage when hit (Melee): 2 lightning Changes stats: +2 Cun / +1 Dex Reduces incoming crit damage: 10.00% Maximum life: +40.00 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Boltseam the cashmere cloak (Madness) (2 def, 9 armour) Boltseam the cashmere cloak (Madness) (2 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +9 Defense: +2 (+0 eff.) Changes resistances: +15% acid / +6% light / +27% cold / +5% arcane / +21% lightning Changes resistances penetration: +10% lightning Spell save: +9 (+3 eff.) Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Rainstrike the linen cloak (Misfortune) (1 def, 6 armour) Rainstrike the linen cloak (Misfortune) (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Damage when hit (Melee): 8 mind Changes resistances: +15% cold Changes damage: +3% cold / +12% mind / +6% fire Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Samufast the elven-silk cloak (Madness) (3 def, 0 armour) Samufast the elven-silk cloak (Madness) (3 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 6 mind Changes resistances: +8% acid / +3% temporal / +8% cold / +8% fire / +6% mind / +9% lightning Physical save: +14 (+4 eff.) Mental save: +11 (+2 eff.) Only die when reaching: -50.00 life Maximum life: +45.00 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Islibrerikira' (Misfortune) (7 def, 2 armour) linen cloak 'Islibrerikira' (Misfortune) (7 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +2 Defense: +7 (+2 eff.) Changes damage: +3% arcane Physical save: +6 (+2 eff.) Pinning immunity: +20% Teleport immunity: +20% Only die when reaching: -20.00 life Maximum life: +40.00 Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak (Madness) (1 def, 5 armour) thick linen cloak (Madness) (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+0 eff.) Changes resistances: +10% cold Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Filthking (Corpses) (0 def, 0 armour) Filthking (Corpses) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 79% * 20% chance to reduce armor by 39% Damage when hit (Melee): 2 acid Changes stats: +7 Con Changes resistances: +6% nature / +11% all Changes resistances penetration: +5% nature Changes damage: +11% nature / +9% acid Poison immunity: +27% Disease immunity: +28% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Fulodoldil the Cystwoe (Corpses) (0 def, 0 armour) Fulodoldil the Cystwoe (Corpses) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +18% acid / +7% all Changes resistances penetration: +5% mind / +15% nature Changes damage: +12% acid Critical mult.: +10.00% Spell save: +3 (+1 eff.) Mental save: +3 (+0 eff.) Mental crit. chance: +1% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Mardechik the Hailreeve (Nightmares) (0 def, 0 armour) Mardechik the Hailreeve (Nightmares) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +6 Str / +6 Mag / +7 Wil / +2 Cun Changes resistances: +21% acid / +18% physical / +19% cold / +9% lightning / +13% all Changes damage: +14% acid / +31% physical / +17% cold / +19% lightning Light radius: +2 Infravision radius: +2 Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Scorpionquarry the cashmere robe (Shrouds) (0 def, 0 armour) Scorpionquarry the cashmere robe (Shrouds) (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +19% mind / +11% all Changes resistances penetration: +5% nature Changes damage: +19% mind Critical mult.: +10.00% Mental save: +15 (+3 eff.) Psi when hit: +0.04 Hate when firing a critical mind attack: +2.00 Maximum hate: +2.00 Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (Corpses) (0 def, 0 armour) linen robe (Corpses) (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen robe of darkness (+16%) (Misfortune) (0 def, 0 armour) mindwoven linen robe of darkness (+16%) (Misfortune) (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +16% darkness / +7% all Changes damage: +11% darkness Mental save: +15 (+3 eff.) Mindpower: +2 (+0 eff.) Mental crit. chance: +2% Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven cashmere robe of alchemy (Nightmares) (0 def, 0 armour) spellwoven cashmere robe of alchemy (Nightmares) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +12% acid / +13% physical / +10% fire / +12% cold / +11% all Changes damage: +11% acid / +5% physical / +10% fire / +11% cold Talent cooldown: Refit Golem (-3 turns) Spell save: +17 (+6 eff.) Spellpower: +4 (+1 eff.) Spell crit. chance: +3% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken elven-silk robe of alchemy (Corpses) (0 def, 0 armour) timebroken elven-silk robe of alchemy (Corpses) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +3 Mag / +4 Wil Changes resistances: +15% acid / +16% physical / +14% fire / +14% cold / +15% all Changes damage: +11% acid / +23% temporal / +13% fire / +11% cold / +13% arcane / +20% physical Talent cooldown: Refit Golem (-4 turns) Maximum mana: +53.00 Spellpower: +2 (+1 eff.) Spell crit. chance: +4% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Splendourtrial' (Madness) (3 def, 3 armour) woollen robe 'Splendourtrial' (Madness) (3 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Changes stats: +1 Con Changes resistances: +12% lightning / +9% light / +12% cold / +5% arcane / +9% all Physical save: +17 (+5 eff.) Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of the mind (+12%) (Corpses) (0 def, 0 armour) woollen robe of the mind (+12%) (Corpses) (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +12% mind / +9% all Changes damage: +12% mind Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eden's Guile (Shrouds) (2 def, 1 armour) Eden's Guile (Shrouds) (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival Curse of Shrouds It can be used to boost speed by 70% (based on Cunning) Activation costs 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
pair of drakeskin leather boots 'Pitchsquall' (Madness) (36 def, 29 armour) pair of drakeskin leather boots 'Pitchsquall' (Madness) (36 def, 29 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +29 Defense: +36 (+9 eff.) Effects on melee hit: * 24% chance to reduce damage dealt by 39% Changes resistances: +21% blight / +6% fire Changes resistances penetration: +30% darkness Disease immunity: +24% Disarm immunity: +24% Infravision radius: +2 Healing mod.: +20% Curse of Madness A pair of boots made of leather. |
pair of rough leather boots 'Grinidunadas' (Misfortune) (0 def, 1 armour) pair of rough leather boots 'Grinidunadas' (Misfortune) (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20% chance to slow global speed by 79% Changes stats: +3 Cun / +4 Wil Changes resistances: +6% blight Reduces incoming crit damage: 5.00% Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Curse of Misfortune A pair of boots made of leather. |
Flashmortal the hardened leather cap (Shrouds) (0 def, 3 armour) Flashmortal the hardened leather cap (Shrouds) (0 def, 3 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +9 Str Changes resistances: +13% mind / +12% fire Changes resistances penetration: +15% mind Changes damage: +6% fire Mental save: +15 (+3 eff.) Confusion immunity: +28% Curse of Shrouds A cap made of leather. |
Polyrida the Thundergrinder (Madness) (0 def, 5 armour) Polyrida the Thundergrinder (Madness) (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Physical power: +35 (+9 eff.) Armour: +5 Fatigue: +5% Changes stats: +12 Lck Changes resistances: +15% fire / +15% cold Changes resistances penetration: +10% lightning / +25% physical Physical save: +22 (+6 eff.) Spell crit. chance: +8% Mental crit. chance: +8% Curse of Madness A cap made of leather. |
Stargrinder (Misfortune) (0 def, 5 armour) Stargrinder (Misfortune) (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Armour: +5 Fatigue: +5% Damage when hit (Melee): 4 blight Changes stats: +1 Str / +2 Mag / +8 Wil / +1 Cun / +17 Lck Changes resistances: +22% blight / +15% temporal / +6% light / +14% lightning Changes resistances penetration: +5% blight Mental save: +15 (+3 eff.) Spell crit. chance: +8% Mental crit. chance: +7% Curse of Misfortune A cap made of leather. |
Duveromiblek (55/55, 143% power, 10 apr) Duveromiblek (55/55, 143% power, 10 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Power: 144% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 55 Damage (Ranged): +21 lightning / +24 cold / +16 mind / +12 arcane Damage (radius 1) on hit: +4 mind Damage (radius 2) on crit: +11 lightning / +11 cold / +8 mind When wielded/worn: Ammo reloads per turn: +5 Arrows are used with bows to pierce your foes to death. |
6 agate 6 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. |
970 alchemist agate 970 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. |
11 onyx 11 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. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
3 aquamarine 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. |
4 lapis lazuli 4 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 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal 9 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. |
7 sapphire 7 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz 7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Brenigarion the Blastspitter (dig speed 38 turns) Brenigarion the Blastspitter (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 2 lightning Changes stats: +1 Str Changes resistances: +11% nature / +6% cold Changes damage: +6% nature Reduces incoming crit damage: 10.00% Spell save: +3 (+1 eff.) Stun/Freeze immunity: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
4 emerald 4 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. |
10 jade 10 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel 6 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 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise 4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
watchleader's alchemist's lamp of focus watchleader's alchemist's lamp of focusCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Wil Changes damage: +7% mind Blindness immunity: +29% Confusion immunity: +10% Light radius: +8 See stealth: +10 See invisible: +11 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 35 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
81 alchemist bloodstone 81 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
bloodstone bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
fire opal fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 garnet 5 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 ruby 6 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
dragonbone totem of healing 'Velurin' [power 560] (27/15 cooldown) dragonbone totem of healing 'Velurin' [power 560] (27/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 6 arcane Changes stats: +4 Wil Changes resistances: +9% mind Changes resistances penetration: +29% blight / +29% arcane Changes damage: +18% acid Spell save: +21 (+7 eff.) Maximum mana: +117.90 It can be used to heal yourself and all friendly characters within 10 spaces for 560 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
3 amethyst 3 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. |
elm wand of conjuration [power 100] (27/15 cooldown) elm wand of conjuration [power 100] (27/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a magical bolt dealing 143 acid damage Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quick elm wand of shielding [power 98] (27/15 cooldown) quick elm wand of shielding [power 98] (27/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 98 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
2 diamond 2 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 moonstone 3 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 quartz 12 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. |
8 amber 8 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 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. |
6 citrine 6 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. |
5 zircon 5 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. |
Achievements
By Doo001 the Cornac Doomed level 35
3rd Haze 122nd year of Ascendancy at 07:13 see stats
By Doo001 the Cornac Doomed level 34
1st Haze 122nd year of Ascendancy at 14:10 see stats
By Doo001 the Cornac Doomed level 40
2nd Decay 122nd year of Ascendancy at 15:02 see stats
By Doo001 the Cornac Doomed level 41
7th Decay 122nd year of Ascendancy at 15:03 see stats
By Doo001 the Cornac Doomed level 50
77th Regrowth 123rd year of Ascendancy at 07:50 see stats
By Doo001 the Cornac Doomed level 38
78th Haze 122nd year of Ascendancy at 21:16 see stats
By Doo001 the Cornac Doomed level 25
47th Dusk 122nd year of Ascendancy at 18:49 see stats
By Doo001 the Cornac Doomed level 37
75th Haze 122nd year of Ascendancy at 05:41 see stats
By Doo001 the Cornac Doomed level 32
78th Dusk 122nd year of Ascendancy at 05:00 see stats
By Doo001 the Cornac Doomed level 23
39th Dusk 122nd year of Ascendancy at 02:02 see stats
By Doo001 the Cornac Doomed level 23
38th Dusk 122nd year of Ascendancy at 19:42 see stats
By Doo001 the Cornac Doomed level 28
60th Dusk 122nd year of Ascendancy at 04:54 see stats
By Doo001 the Cornac Doomed level 40
1st Decay 122nd year of Ascendancy at 12:37 see stats
By Doo001 the Cornac Doomed level 43
7th Decay 122nd year of Ascendancy at 22:29 see stats
By Doo001 the Cornac Doomed level 10
7th Mirth 122nd year of Ascendancy at 16:39 see stats
By Doo001 the Cornac Doomed level 20
28th Dusk 122nd year of Ascendancy at 04:16 see stats
By Doo001 the Cornac Doomed level 30
72nd Dusk 122nd year of Ascendancy at 01:47 see stats
By Doo001 the Cornac Doomed level 40
1st Decay 122nd year of Ascendancy at 08:07 see stats
By Doo001 the Cornac Doomed level 50
57th Regrowth 123rd year of Ascendancy at 19:44 see stats
By Doo001 the Cornac Doomed level 35
37th Haze 122nd year of Ascendancy at 05:00 see stats
By Doo001 the Cornac Doomed level 41
7th Decay 122nd year of Ascendancy at 03:22 see stats
By Doo001 the Cornac Doomed level 22
30th Dusk 122nd year of Ascendancy at 03:07 see stats
By Doo001 the Cornac Doomed level 38
75th Haze 122nd year of Ascendancy at 07:58 see stats
By Doo001 the Cornac Doomed level 6
78th Pyre 122nd year of Ascendancy at 14:30 see stats
By Doo001 the Cornac Doomed level 46
45th Regrowth 123rd year of Ascendancy at 13:56 see stats
By Doo001 the Cornac Doomed level 15
16th Dusk 122nd year of Ascendancy at 00:05 see stats
By Doo001 the Cornac Doomed level 44
6th Regrowth 123rd year of Ascendancy at 01:08 see stats
By Doo001 the Cornac Doomed level 23
39th Dusk 122nd year of Ascendancy at 22:32 see stats
By Doo001 the Cornac Doomed level 16
19th Dusk 122nd year of Ascendancy at 08:35 see stats
By Doo001 the Cornac Doomed level 33
1st Time of Equilibrium 122nd year of Ascendancy at 18:43 see stats
Log
Webs of Fate hits Terror for 17 fire, 5 fire (22 total damage).
Emeloda the orc high pyromancer's cleansing fire area effect hits Terror for 31 fire damage.
Emeloda the orc high pyromancer's cleansing fire area effect hits Terror for 31 fire damage.
Emeloda the orc high pyromancer's cleansing fire area effect hits Terror for 18 fire damage.
Emeloda the orc high pyromancer's cleansing fire area effect hits Orc high pyromancer for (15 absorbed), 11 fire (11 total damage).
Emeloda the orc high pyromancer's cleansing fire area effect hits Xytha the grave wight for (11 webs of fate), (19 to time), 0 fire (0 total damage).
Emeloda the orc high pyromancer's cleansing fire area effect hits Terror for 31 fire damage.
Emeloda the orc high pyromancer's cleansing fire area effect hits Fire drake hatchling for (5 absorbed), 0 fire (0 total damage).
Emeloda the orc high pyromancer's dazing lightning area effect hits Terror for 81 lightning damage.
Orc high cryomancer's dazing lightning area effect hits Terror for 241 lightning damage.
Orc high cryomancer's dazing lightning area effect hits Doo001 for 103 lightning damage.
Orc high cryomancer's dazing lightning area effect hits Terror for 241 lightning damage.
Orc high cryomancer's dazing lightning area effect hits Terror for 289 lightning damage.
Doo001 the level 50 cornac doomed was flamed to death by an orc high pyromancer on level 2 of Vor Pride.
Terror is dazed!
Terror is dazed!
You have no more lives left.
Terror is not dazed anymore.
Terror stops being poisoned.
Terror speeds up.
Terror stops being poisoned.
Terror is not dazed anymore.
Terror stops being poisoned.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Orc high cryomancer's dazing lightning area effect killed Terror!
Orc high cryomancer's dazing lightning area effect killed Doo001!
Orc high pyromancer's cleansing fire area effect killed Terror!
Saving game...
Saving done.