Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
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 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Higher |
Class | Anorithil |
Level / Exp | 50 / 3719% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 30 (base 11) |
Dexterity | 48 (base 37) |
Constitution | 73 (base 60) |
Magic | 138 (base 62) |
Willpower | 44 (base 15) |
Cunning | 113 (base 66) |
Resources
Mana | 645/645 |
Negative | 104/202 |
Vim | 335/335 |
Life | 1358/1358 |
Positive | 220/227 |
Steam | 100/100 |
Healing Factor | 1.3907458214728 |
Regeneration | 15.645890491569 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 7 |
Infravision | 14 |
See Stealth | 21.702270133388 |
See Invisible | 67.702270133388 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 64 |
Accuracy | 37 |
Crit Chance | 55% |
APR | 26 |
Speed | 1.00 |
Offense: Offhand
Damage | 6 |
Accuracy | 37 |
Crit Chance | 51% |
APR | 20 |
Speed | 1.00 |
Offense: Spell
Spellpower | 107 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 55 |
Crit Chance | 37% |
Speed | 1 |
Offense: Damage Bonus
Acid | +56% |
Blight | +65% |
Arcane | +94% |
Cold | +65% |
All | +36% |
Darkness | +182% |
Light | +120% |
Temporal | +43% |
Physical | +53% |
Fire | +65% |
Mind | +45% |
Offense: Damage Penetration
Lightning | +35% |
Light | +45% |
Physical | +35% |
Blight | +35% |
Arcane | +40% |
Darkness | +67% |
All | +25% |
Defense: Base
Armour (hardiness) | 77 (65.65183292883%) |
Defense | 108 |
Ranged Defense | 108 |
Fatigue | 0 |
Physical Save | 91 |
Spell Save | 92 |
Mental Save | 97 |
Defense: Resistances
Acid | + 36%( 70%) |
Blight | + 29%( 70%) |
Arcane | + 62%( 70%) |
Cold | + 49%( 70%) |
All | + 27%( 70%) |
Lightning | + 56%( 70%) |
Light | + 52%( 70%) |
Physical | + 35%( 70%) |
Darkness | + 69%( 70%) |
Fire | + 27%( 70%) |
Mind | + 29%( 70%) |
Defense: Immunities
Teleport Resistance | 100% |
Pinning Resistance | 25% |
Silence Resistance | 100% |
Confusion Resistance | 30% |
Knockback Resistance | 25% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 15% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 21 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. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 250% efficiency and cooldown mod of 63%. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 573% 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: 1.0 Infusion: Wild GrowthUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 106.08 physical damage and 188.59 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. |
Class Talents
Celestial / Circles | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Celestial / Star fury | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Celestial / Eclipse | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Celestial / Sunlight | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Hymns | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Corruption / Hexes | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Corona |
talent | Premonition |
talent | Hymn of Detection |
talent | Hymn Nocturnalist |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | The target's spellpower has been increased by 24. Spellsurge |
beneficial effect | The target is protected from silence effects. Sanctity |
beneficial effect | Residual power from the surge is emanating from the circles. Circle SurgeShifting Shadows: +1 negative. Sanctity: +1 postive. Warding: +0.5 postive and negative. |
beneficial effect | The target is surrounded by a magical shield, absorbing 1114/1223 damage before it crumbles. Damage Shield |
beneficial effect | Projectiles aimed at the target are slowed by 574%. Warding |
beneficial effect | The target's skin reacts to damage, granting 50 armour and 30% armour hardiness. Thorny Skin |
beneficial effect | The target's defense is increased by 194. Shifting Shadows |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved Constitution by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * You are back in Var'Eyal, the Far East as the people from the west call it. | 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | active |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity 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. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | 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 within8 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Aetherwalk (6 def, 0 armour) Aetherwalk (6 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Physical save: +15 (+3 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Spellpower: +15 (+3 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 301 arcane damage based on magic in a radius of 3 around the user after any teleport. It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Light source | Camoruivor the Glitterwrither Camoruivor the Glitterwrither Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+2 eff.) Effects on melee hit: * 20% chance to reduce armor by 52% Damage when hit (Melee): 6 arcane / 4 acid Changes stats: +5 Wil Changes resistances: +12% acid / +5% arcane Changes damage: +9% arcane / +15% light / +25% darkness Critical mult.: +16.00% Light radius: +2 Infravision radius: +10 See invisible: +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | hardened leather hat 'Tundradash' (0 def, 3 armour) hardened leather hat 'Tundradash' (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +3 Fatigue: +3% Changes stats: +6 Str / +5 Mag / +6 Wil / +10 Cun Changes resistances: +30% cold / +11% physical Changes resistances penetration: +20% light Changes damage: +12% blight / +9% cold Critical mult.: +15.00% Physical save: +10 (+2 eff.) Mental save: +15 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +20 (+3 eff.) A hat made of leather. Very stylish. |
On hands | Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Talent granted: +5 Fatal Attractor Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Displacement Shield (10% chance level 3). When this weapon hits: Wave of Power (15% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Tool | Voidpeal [power 302] (15 cooldown) =1234= Voidpeal [power 302] (15 cooldown) =1234=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 8 lightning / 10 light / 8 darkness Changes resistances: +6% lightning / +6% darkness Changes resistances penetration: +25% darkness Changes damage: +15% light Light radius: +3 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 82 lightning damage and will be dazed for 1 turn (410 total 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. |
On fingers | Gliriawyn the voratun ring Gliriawyn the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+5 eff.) Damage when hit (Melee): 2 physical Changes stats: +4 Dex / +8 Mag / +7 Cun / +3 Con Changes damage: +7% all Stun/Freeze immunity: +39% Life regen: +6.00 Maximum stamina: +30.00 Spellpower: +35 (+6 eff.) Mindpower: +20 (+6 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
On fingers | voratun ring 'Flamequick' voratun ring 'Flamequick'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Damage when hit (Melee): 10 fire Changes stats: +7 Wil / +7 Mag Changes resistances: +3% blight / +34% light Changes resistances penetration: +5% blight Changes damage: +17% light / +9% fire / +3% mind / +10% all Stun/Freeze immunity: +46% Life regen: +5.00 Equilibrium when hit: +0.08 Maximum psi: +20.00 Spellpower: +12 (+2 eff.) Spell crit. chance: +5% Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Rings make your fingers look great! |
Around neck | Aronn AronnPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +11 Mag / +2 Wil Changes resistances: +5% arcane Changes damage: +7% temporal / +8% darkness / +7% physical / +14% blight / +14% fire / +15% arcane / +7% light Critical mult.: +29.00% Psi when hit: +0.08 Spellpower: +17 (+3 eff.) Spell crit. chance: +4% Amulets make your neck look great! |
In main hand | Eilinithra the Sparkpierce (136% power, 6 apr, darkness element) Eilinithra the Sparkpierce (136% power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 70 fire Changes resistances: +3% lightning Changes resistances penetration: +5% blight / +10% lightning Changes damage: +3% blight / +30% darkness Talent granted: +1 Command Staff Critical mult.: +90.00% Mana each turn: +5.00 Spellpower: +45 (+8 eff.) Spell crit. chance: +5% See invisible: +36 Talent on hit(spell): Lightning (25% chance level 5). Staves designed for wielders of magic, by the greats of the art. |
Around waist | noble's drakeskin leather belt of containment noble's drakeskin leather belt of containment Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Fatigue: -20% Changes stats: +7 Cun / +8 Wil Damage against: +45% Summoned Reduced damage from: +30% Summoned Maximum encumbrance: +50 Maximum life: +123.00 Maximum mana: +64.00 Maximum stamina: +48.00 Maximum hate: +20.00 Maximum psi: +40.00 Maximum vim: +39.00 Maximum pos.energy: +40.00 Maximum neg.energy: +40.00 Reduces paradox anomalies(equivalent to willpower): +20 A belt that goes around your waist. |
In off hand | Telos's Staff (Bottom Half) Telos's Staff (Bottom Half) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff It is part of a set of items. Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+2 eff.) Confusion immunity: +20% Mana each turn: +5.00 Maximum mana: +50.00 Spell crit. chance: +8% Talent on hit(spell): Lightning (25% chance level 5). The bottom part of Telos' broken staff. |
Cloak | Bethuyada the Fogwrack (3 def, 8 armour) Bethuyada the Fogwrack (3 def, 8 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +12 (+5 eff.) Armour penetration: +13 Armour: +8 Defense: +3 (+0 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 27% Changes resistances: +30% lightning / +25% darkness / +5% arcane Changes resistances penetration: +10% physical / +17% darkness / +15% arcane Changes damage: +22% darkness / +9% arcane Critical mult.: +52.00% Stealth bonus: +37 Stun/Freeze immunity: +50% Stamina each turn: +3.00 Maximum mana: +87.00 Spellpower: +7 (+1 eff.) Spell crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Stokesaw the elven-silk robe (0 def, 10 armour) Stokesaw the elven-silk robe (0 def, 10 armour) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +10 Damage when hit (Melee): 4 mind Changes stats: +9 Cun Changes resistances: +27% darkness / +3% mind / +15% all Changes damage: +30% light / +42% darkness / +6% fire / +6% mind / +19% all Reduces incoming crit damage: 45.00% Spellpower: +25 (+4 eff.) Spell crit. chance: +10% Light radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant of the psychic (efficiency 163% / cooldown 97%) medical injector implant of the psychic (efficiency 163% / cooldown 97%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 163% efficiency and cooldown mod of 97%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 133% / cooldown 72%) medical injector implant of the psychic (efficiency 133% / cooldown 72%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 133% efficiency and cooldown mod of 72%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 189% / cooldown 90%) medical injector implant of the sneak (efficiency 189% / cooldown 90%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 189% efficiency and cooldown mod of 90%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 197% / cooldown 72%) medical injector implant of the sneak (efficiency 197% / cooldown 72%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 197% efficiency and cooldown mod of 72%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 165% / cooldown 79%) medical injector implant of the sneak (efficiency 165% / cooldown 79%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 165% efficiency and cooldown mod of 79%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 162% / cooldown 69%) medical injector implant of the warrior (efficiency 162% / cooldown 69%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 162% efficiency and cooldown mod of 69%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 19) steam generator implant of the sneak (steam 19)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 19.5 steam per turn. Can be activated for an instant burst of 97 steam. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the psychic (heal 164; cd 11) healing infusion of the psychic (heal 164; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 164 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the sneak (heal 278; cd 11) healing infusion of the sneak (heal 278; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 278 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the titan (die at -692; dur 7; cd 33) heroism infusion of the titan (die at -692; dur 7; cd 33)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: 34 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 7 turns. While Heroism is active, you will only die when reaching -692 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 692 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 699%; cd 11) movement infusion of the duelist (speed 699%; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 699% 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 Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 759%; cd 13) movement infusion of the psychic (speed 759%; cd 13)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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 759% 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 790%; cd 10) movement infusion of the psychic (speed 790%; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 790% 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 608%; cd 13) movement infusion of the psychic (speed 608%; cd 13)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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 608% 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 905%; cd 14) movement infusion of the sneak (speed 905%; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 905% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 746%; cd 10) movement infusion of the titan (speed 746%; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 746% 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 Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 608%; cd 8) movement infusion of the warrior (speed 608%; cd 8)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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 608% 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 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. |
wild infusion of the sneak (res 38%; mental, magical; dur 4; cd 10) wild infusion of the sneak (res 38%; mental, magical; dur 4; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 38% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 47%; mental, magical; dur 3; cd 11) wild infusion of the wizard (res 47%; mental, magical; dur 3; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 47% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; acid, physical, darkness, cold, nature, mind) Prismatic Rune (6 turns; acid, physical, darkness, cold, nature, mind)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: 19 Travel Speed: instantaneous Usage Speed: Spell (100% 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, 2 physical, 4 darkness, 5 cold, 3 nature, 3 mind 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. |
acid wave rune of the psychic (damage 221; dur 4; cd 22) acid wave rune of the psychic (damage 221; dur 4; cd 22)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: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 221.21 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 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. |
biting gale rune of the psychic (damage 340; dur 4; cd 23) biting gale rune of the psychic (damage 340; dur 4; cd 23)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: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 339.57 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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. |
blink rune of the duelist (range 5; phase 26; cd 15) blink rune of the duelist (range 5; phase 26; cd 15)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: 5 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 26%, your defense is increased by 26 and all your resistances by 26%. 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. |
blink rune of the duelist (range 5; phase 17; cd 12) blink rune of the duelist (range 5; phase 17; cd 12)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: 5 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 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. |
blink rune of the wizard (range 9; phase 27; cd 14) blink rune of the wizard (range 9; phase 27; cd 14)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: 9 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 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 27%, your defense is increased by 27 and all your resistances by 27%. 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. |
blink rune of the wizard (range 9; phase 28; cd 12) blink rune of the wizard (range 9; phase 28; cd 12)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: 9 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 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 28%, your defense is increased by 28 and all your resistances by 28%. 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. |
blink rune of the wizard (range 9; phase 28; cd 10) blink rune of the wizard (range 9; phase 28; 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: 9 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 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 28%, your defense is increased by 28 and all your resistances by 28%. 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. |
shatter afflictions rune of the duelist (absorb 125; cd 12) shatter afflictions rune of the duelist (absorb 125; 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: 13 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 125 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. 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 titan (absorb 93; cd 12) shatter afflictions rune of the titan (absorb 93; 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: 13 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 93 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 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. |
shatter afflictions rune of the warrior (absorb 53; cd 12) shatter afflictions rune of the warrior (absorb 53; 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: 13 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 53 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 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. |
shatter afflictions rune of the warrior (absorb 50; cd 12) shatter afflictions rune of the warrior (absorb 50; 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. 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. |
shatter afflictions rune of the wizard (absorb 158; cd 13) shatter afflictions rune of the wizard (absorb 158; 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: 14 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 158 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. |
shielding rune of the warrior (absorb 197; dur 4; cd 18) shielding rune of the warrior (absorb 197; dur 4; cd 18)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: 19 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 197 damage for 4 turns. 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. |
shielding rune of the wizard (absorb 595; dur 6; cd 14) shielding rune of the wizard (absorb 595; dur 6; 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: 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 595 damage for 6 turns. 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. |
shielding rune of the wizard (absorb 778; dur 5; cd 16) shielding rune of the wizard (absorb 778; dur 5; cd 16)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: 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 778 damage for 5 turns. 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. |
stormshield rune (threshold 69; blocks 3; dur 4; cd 12) stormshield rune (threshold 69; blocks 3; dur 4; 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: 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 69 up to 3 times. 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 (threshold 77; blocks 4; dur 4; cd 13) stormshield rune (threshold 77; blocks 4; 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: 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 77 up to 4 times. 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 duelist (threshold 25; blocks 8; dur 4; cd 16) stormshield rune of the duelist (threshold 25; blocks 8; dur 4; cd 16)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: 17 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 25 up to 8 times. 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. |
stormshield rune of the titan (threshold 66; blocks 4; dur 4; cd 14) stormshield rune of the titan (threshold 66; blocks 4; 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: 15 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 66 up to 4 times. 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. |
schematic: Kinetic Stabiliser schematic: Kinetic StabiliserRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch schematic: Shocking TouchRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating schematic: Waterproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Adydhekira AdydhekiraInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +2 Changes resistances: +3% acid / +6% physical / +5% arcane / +6% light Physical save: +6 (+1 eff.) Stamina each turn: +0.20 Healing mod.: +20% Amulets make your neck look great! |
Beondil the stralite amulet Beondil the stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 23% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 arcane Changes stats: +3 Mag / +5 Wil Changes damage: +21% arcane Talent mastery: +0.34 Celestial / Sunlight Spell save: +9 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +35 (+6 eff.) Spell crit. chance: +3% Amulets make your neck look great! |
Betida the steel amulet Betida the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +15 (+5 eff.) Armour: +14 Changes resistances: +13% fire / +10% cold Changes resistances penetration: +15% physical Critical mult.: +15.00% Amulets make your neck look great! |
Chargecrack ChargecrackInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +15% lightning / +9% cold Changes resistances penetration: +10% lightning / +5% cold Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
Choker of Dread Choker of DreadPowered 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 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. |
Cloudstalker the voratun amulet Cloudstalker the voratun amuletPowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +9 Mag Changes resistances: +6% lightning / +30% light / +30% darkness / +5% arcane Changes resistances penetration: +20% lightning Changes damage: +15% lightning / +7% temporal / +7% light / +7% physical / +15% arcane / +7% darkness Blindness immunity: +50% Mana each turn: +0.47 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +58.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Amulets make your neck look great! |
Cracklewild the voratun amulet Cracklewild the voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 6 cold Changes resistances penetration: +26% lightning Changes damage: +15% cold Critical mult.: +20.69% Mental save: +19 (+3 eff.) Blindness immunity: +40% Maximum hate: +10.34 Mental crit. chance: +4% Infravision radius: +10 Sight radius: +2 See invisible: +15 Amulets make your neck look great! |
Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Erelydohir the voratun amulet Erelydohir the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -19% Effects on melee hit: * 10% chance to slow global speed by 61% * 21 arcane resource burn Changes stats: +5 Str / +9 Dex / +2 Wil / +10 Cun / +10 Con Changes resistances: +27% temporal Pinning immunity: +50% Knockback immunity: +48% Life regen: +8.00 Stamina each turn: +1.20 Infravision radius: +3 See invisible: +6 Movement speed: +10% Amulets make your neck look great! |
Fanged Collar Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+3 eff.) Spell save: +15 (+3 eff.) Mental save: -7 (-1 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Freezesquall FreezesquallPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 6 blight Changes resistances penetration: +15% blight / +10% cold Changes damage: +18% blight / +16% fire / +12% cold Talent mastery: +0.22 Steamtech / Chemistry Critical mult.: +28.00% Spellpower: +17 (+3 eff.) Amulets make your neck look great! |
Lavabreeze the stralite amulet Lavabreeze the stralite amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Wil Changes resistances: +22% mind / +18% temporal Changes resistances penetration: +10% fire Blindness immunity: +24% Confusion immunity: +34% Pinning immunity: +32% Knockback immunity: +27% Equilibrium when hit: +0.16 Infravision radius: +8 Sight radius: +2 See invisible: +12 Amulets make your neck look great! |
Lelugorand the Dimwreath Lelugorand the DimwreathInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Str / +3 Wil Changes resistances: +19% light / +12% darkness Changes damage: +15% darkness / +12% blight Mental save: +8 (+2 eff.) Blindness immunity: +20% Confusion immunity: +15% Spellpower: +10 (+2 eff.) Mindpower: +8 (+3 eff.) Amulets make your neck look great! |
Manygas ManygasPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +4 Defense: +5 (+1 eff.) Changes stats: +5 Dex / +18 Mag Changes resistances: +5% arcane Changes damage: +13% darkness / +13% temporal / +15% light / +14% physical Physical save: +6 (+1 eff.) Spellpower: +10 (+2 eff.) Spell crit. chance: +11% Amulets make your neck look great! |
Pendant of the Sun and Moons Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+1 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 30 power out of 60/60) : Effective talent level: 3.9 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 72 light damage to everyone else who enters. The circle lasts 5 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Shard of Insanity 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 (+6 eff.) Confusion immunity: -100% Mindpower: +8 (+3 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. |
Swampsting the copper amulet Swampsting the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% lightning / +6% acid Changes resistances penetration: +10% cold Changes damage: +15% nature / +12% acid Stun/Freeze immunity: +23% Amulets make your neck look great! |
The Far-Hand The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 36 power out of 36/36) : Effective talent level: 4.0 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (207). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Torezilarodor TorezilarodorInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +3 Dex / +13 Mag Changes resistances: +30% lightning Changes resistances penetration: +25% acid Changes damage: +21% mind Reduces incoming crit damage: 15.15% Stun/Freeze immunity: +50% Amulets make your neck look great! |
Unflinching Eye Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Vox VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
Withering Orbs 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... |
archmage's voratun amulet of perfection (0.40 Celestial / Sunlight,0.40 Steamtech / Chemistry) archmage's voratun amulet of perfection (0.40 Celestial / Sunlight,0.40 Steamtech / Chemistry)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Mag Changes damage: +7% acid / +6% fire / +8% cold / +7% lightning Talent masteries: +0.40 Celestial / Sunlight +0.40 Steamtech / Chemistry Spellpower: +4 (+1 eff.) Spell crit. chance: +5% Amulets make your neck look great! |
clarifying copper amulet of cunning (+3) clarifying copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +11% mind Confusion immunity: +20% Amulets make your neck look great! |
copper amulet of the eclipse copper amulet of the eclipsePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 light / 5 darkness Effects when hit in melee: * 6% chance to reduce damage dealt by 27% * 7% chance to blind Changes damage: +6% light / +6% darkness Amulets make your neck look great! |
mindweaver's voratun amulet mindweaver's voratun amuletInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Wil Mental save: +14 (+3 eff.) Confusion immunity: +24% Mindpower: +12 (+4 eff.) Amulets make your neck look great! |
savior's voratun amulet of vision savior's voratun amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical save: +19 (+3 eff.) Spell save: +12 (+2 eff.) Mental save: +19 (+4 eff.) Blindness immunity: +23% Infravision radius: +7 Sight radius: +2 See invisible: +12 Amulets make your neck look great! |
voratun amulet 'Shinestoker' voratun amulet 'Shinestoker'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +6 Con Changes resistances: +5% arcane / +12% blight Changes resistances penetration: +10% light Changes damage: +15% light / +3% blight Talent masteries: +0.40 Celestial / Light +0.40 Steamtech / Chemistry Physical save: +18 (+3 eff.) Life regen: +13.00 Maximum life: +75.00 Light radius: +3 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 28/30. 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. |
Alodotir the voratun ring Alodotir the voratun ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +3 Mag / +7 Wil / +13 Cun Changes resistances: +6% fire / +3% nature / +12% cold Spell save: +3 (+1 eff.) Disease immunity: +20% Disarm immunity: +50% Pinning immunity: +39% Stun/Freeze immunity: +10% Knockback immunity: +31% Maximum life: +34.00 Spellpower: +13 (+2 eff.) Mindpower: +13 (+4 eff.) Rings make your fingers look great! |
Branaregolin the voratun ring Branaregolin the voratun ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+8 eff.) Physical crit. chance: +9.2% Damage when hit (Melee): 8 physical Changes stats: +9 Wil Changes resistances: +6% blight / +6% arcane / +15% darkness Spell save: +15 (+3 eff.) Mental save: +18 (+3 eff.) Rings make your fingers look great! |
Chamydedan ChamydedanPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +8 Changes stats: +3 Con Changes resistances: +6% light / +3% temporal Spell save: +16 (+3 eff.) Cut immunity: +20% Silence immunity: +26% Mana each turn: +0.17 Maximum stamina: +10.00 Spellpower: +9 (+2 eff.) Mindpower: +6 (+2 eff.) Rings make your fingers look great! |
Cuthyyalen the Brighthunt Cuthyyalen the BrighthuntCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+6 eff.) Effects on melee hit: * 21% chance to reduce armor by 52% Damage when hit (Melee): 6 acid Changes stats: +7 Wil Changes resistances penetration: +26% acid / +20% arcane Changes damage: +12% acid / +8% all Mana each turn: +0.16 Mana when firing critical spell: +2.00 Spellpower: +19 (+3 eff.) Spell crit. chance: +2% Mindpower: +19 (+6 eff.) Light radius: +2 Rings make your fingers look great! |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Exiler ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 181.05 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s) Activation costs 32 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Falolegund the Obsidianschism Falolegund the ObsidianschismCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +8 Damage when hit (Melee): 6 darkness Changes stats: +4 Str Changes resistances: +9% lightning / +3% darkness / +3% light Changes resistances penetration: +10% light Changes damage: +9% light / +12% darkness Rings make your fingers look great! |
Flashblow the voratun ring Flashblow the voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +12 Mag / +8 Cun / +13 Con Changes resistances: +9% light Changes resistances penetration: +10% acid Spellpower: +15 (+3 eff.) Infravision radius: +2 See invisible: +12 Rings make your fingers look great! |
Glowenvy GlowenvyInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 16% chance to reduce all saves and defense by 33 Damage (Melee): 13 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 33 Damage (Ranged): 18 physical Changes stats: +7 Cun / +7 Wil Changes resistances: +9% fire / +9% blight / +34% cold / +5% arcane / +9% nature Changes damage: +9% light / +17% cold Mental save: +14 (+3 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +14.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
Isonne the steel ring Isonne the steel ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+2 eff.) Damage (Melee): 20 light Damage (Ranged): 17 light Changes stats: +3 Dex / +3 Mag / +1 Cun Changes resistances: +13% mind Changes resistances penetration: +10% arcane Changes damage: +13% mind / +11% light / +5% all Reduces incoming crit damage: 15.00% Spellpower: +5 (+1 eff.) Mindpower: +7 (+2 eff.) See invisible: +3 Rings make your fingers look great! |
Lavaclash LavaclashPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Changes resistances: +40% light / +12% blight Changes damage: +9% blight / +30% fire / +20% light Critical mult.: +15.00% Stamina each turn: +3.00 Only die when reaching: -80.00 life Rings make your fingers look great! |
Mnemonic MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+4 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+4 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Radiancefurnace RadiancefurnaceInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+6 eff.) Damage when hit (Melee): 6 temporal Changes resistances: +9% light / +34% fire Changes damage: +17% fire / +7% all Physical save: +18 (+3 eff.) Spell save: +14 (+3 eff.) Mental save: +14 (+3 eff.) Spellpower: +20 (+3 eff.) Mindpower: +9 (+3 eff.) Light radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
Rhohir the Blastveil Rhohir the BlastveilPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+5 eff.) Effects on melee hit: * 21% chance to reduce strength, dexterity, and constitution by 41 Changes stats: +5 Dex / +5 Wil Changes resistances: +9% lightning / +21% blight Changes resistances penetration: +26% blight Spellpower: +15 (+3 eff.) Mindpower: +15 (+5 eff.) See invisible: +18 Rings make your fingers look great! |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Salydhena the Dimcast Salydhena the DimcastPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to reduce damage dealt by 27% * 20% chance to reduce armor by 52% Changes stats: +8 Cun / +4 Wil Changes resistances: +49% darkness Changes damage: +20% darkness / +12% acid Mental save: +9 (+2 eff.) Maximum hate: +4.00 Mindpower: +25 (+7 eff.) Rings make your fingers look great! |
Splendournull SplendournullPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+6 eff.) Armour penetration: +17 Defense: +14 (+2 eff.) Changes stats: +3 Cun / +1 Wil Changes resistances: +36% darkness / +34% nature Changes damage: +12% light / +3% mind / +17% nature / +18% darkness Hate when firing a critical mind attack: +3.00 Maximum psi: +10.00 Mental crit. chance: +2% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% 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! |
The Black Ring The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+1 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
Tundrawrither TundrawritherPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 23% chance to reduce armor by 52% Damage when hit (Melee): 11 lightning Changes stats: +8 Cun / +8 Mag Changes resistances: +33% cold Changes damage: +15% acid / +24% fire / +9% cold Spellpower: +15 (+3 eff.) Rings make your fingers look great! |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 22.84 cold and 21.18 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. |
Viperpanic the copper ring Viperpanic the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +1 Physical crit. chance: +4.0% Defense: +6 (+1 eff.) Damage when hit (Melee): 2 nature Changes stats: +3 Cun Changes resistances: +3% light Rings make your fingers look great! |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +2 Wil / +2 Con Changes resistances: +51% nature / +15% blight Changes damage: +18% nature Critical mult.: +5.00% Poison immunity: +27% Disease immunity: +28% Life regen: +17.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum life: +85.00 Spellpower: +20 (+3 eff.) Spell crit. chance: +3% Healing mod.: +16% 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? |
copper citrine ring copper citrine ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 13 light Damage (Ranged): 12 light Changes stats: +1 Mag Changes damage: +12% light Light radius: +4 Infravision radius: +4 Rings make your fingers look great! |
gladiator's copper ring of life gladiator's copper ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +5 Str / +5 Con Life regen: +5.00 Maximum life: +45.00 Healing mod.: +11% Rings make your fingers look great! |
gold quartz ring gold quartz ringInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Dex / +7 Wil Changes resistances: +13% physical Changes damage: +6% light / +22% physical Mental save: +22 (+4 eff.) Confusion immunity: +32% Stun/Freeze immunity: +30% Light radius: +3 Rings make your fingers look great! |
gold quartz ring gold quartz ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +16% acid / +18% fire / +20% lightning / +18% cold Stun/Freeze immunity: +30% Rings make your fingers look great! |
gold ring 'Grinotofang' gold ring 'Grinotofang'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Dex Changes resistances: +32% lightning / +5% arcane / +6% blight Changes damage: +16% lightning Disease immunity: +20% Knockback immunity: +20% Only die when reaching: -80.00 life See invisible: +12 Healing mod.: +20% Rings make your fingers look great! |
marksman's copper ring of frost (+22%) marksman's copper ring of frost (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Changes resistances: +22% cold Changes damage: +11% cold Rings make your fingers look great! |
marksman's copper ring of light (+20%) marksman's copper ring of light (+20%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +3 Dex Changes resistances: +20% light Changes damage: +10% light Rings make your fingers look great! |
titan's copper ring of light (+24%) titan's copper ring of light (+24%)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +24% light Changes damage: +12% light Physical save: +6 (+1 eff.) Rings make your fingers look great! |
voratun Prothotipe's Prismatic Eye ring voratun Prothotipe's Prismatic Eye ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +10 Mag / +5 Cun / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Spellpower: +8 (+1 eff.) Talent on hit(spell): Eye Beam (10% chance level 2). Rings make your fingers look great! |
voratun bloodstone ring voratun bloodstone ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+5 eff.) Changes stats: +8 Cun / +8 Dex Stun/Freeze immunity: +60% Rings make your fingers look great! |
voratun bloodstone ring voratun bloodstone ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 17% chance to reduce all saves and defense by 33 Damage (Melee): 16 physical Effects on ranged hit: * 17% chance to reduce all saves and defense by 33 Damage (Ranged): 31 physical Changes stats: +8 Cun Stun/Freeze immunity: +60% Hate when firing a critical mind attack: +3.00 Maximum hate: +13.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
voratun bloodstone ring voratun bloodstone ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 30 light Damage (Ranged): 11 light Changes stats: +6 Mag Changes damage: +17% light Stun/Freeze immunity: +60% Rings make your fingers look great! |
voratun bloodstone ring voratun bloodstone ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +5 Mag Stun/Freeze immunity: +60% Spellpower: +11 (+2 eff.) Rings make your fingers look great! |
voratun bloodstone ring voratun bloodstone ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+5 eff.) Defense: +12 (+2 eff.) Stun/Freeze immunity: +60% Movement speed: +21% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 2.0 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 23% for 5 turns. Rings make your fingers look great! |
voratun bloodstone ring voratun bloodstone ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+5 eff.) Changes stats: +8 Cun / +8 Dex Stun/Freeze immunity: +60% Rings make your fingers look great! |
voratun bloodstone ring voratun bloodstone ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +30% acid / +29% fire / +25% lightning / +23% cold Stun/Freeze immunity: +60% Rings make your fingers look great! |
voratun bloodstone ring voratun bloodstone ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+3 eff.) Changes stats: +8 Str / +9 Con Stun/Freeze immunity: +60% Rings make your fingers look great! |
voratun bloodstone ring voratun bloodstone ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Mag / +6 Wil Stun/Freeze immunity: +60% Spellpower: +11 (+2 eff.) Rings make your fingers look great! |
voratun bloodstone ring voratun bloodstone ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Con Spell save: +17 (+3 eff.) Stun/Freeze immunity: +60% Maximum stamina: +35.00 Rings make your fingers look great! |
voratun bloodstone ring voratun bloodstone ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+6 eff.) Damage (Melee): 28 light Damage (Ranged): 30 light Changes stats: +6 Dex / +7 Mag / +7 Cun Changes damage: +15% light Stun/Freeze immunity: +60% Rings make your fingers look great! |
voratun bloodstone ring voratun bloodstone ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +10% nature / +12% blight Poison immunity: +18% Disease immunity: +25% Stun/Freeze immunity: +60% Rings make your fingers look great! |
voratun bloodstone ring voratun bloodstone ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+4 eff.) Changes stats: +5 Str / +8 Con Stun/Freeze immunity: +60% Rings make your fingers look great! |
voratun ring 'Glintarc' voratun ring 'Glintarc'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +14 Fatigue: -10% Changes resistances: +17% mind / +12% temporal Changes damage: +27% light Reduces incoming crit damage: 17.43% Maximum encumbrance: +40 Disease immunity: +20% Only die when reaching: -92.95 life Light radius: +3 Rings make your fingers look great! |
voratun ring 'Mucuskill' voratun ring 'Mucuskill'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20 arcane resource burn * 21% chance to slow global speed by 61% Changes stats: +8 Wil Changes resistances: +24% lightning / +9% temporal / +6% blight Changes resistances penetration: +26% light Changes damage: +9% light / +27% nature Mental save: +16 (+3 eff.) Light radius: +2 Rings make your fingers look great! |
wizard's copper ring of frost (+20%) wizard's copper ring of frost (+20%)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +20% cold Changes damage: +10% cold Spell save: +6 (+1 eff.) Rings make your fingers look great! |
Aryrin the rough leather belt =-60= Aryrin the rough leather belt =-60=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +2 Damage when hit (Melee): 4 mind Changes resistances: +6% lightning / +6% temporal Changes resistances penetration: +5% acid / +15% physical Changes damage: +3% acid Only die when reaching: -60.00 life A belt that goes around your waist. |
ravager's drakeskin leather belt of containment ravager's drakeskin leather belt of containmentPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes resistances penetration: +15% physical Changes damage: +18% physical Maximum life: +77.00 Maximum mana: +63.00 Maximum stamina: +61.00 Maximum hate: +15.00 Maximum psi: +28.00 Maximum vim: +31.00 Maximum pos.energy: +24.00 Maximum neg.energy: +31.00 Reduces paradox anomalies(equivalent to willpower): +17 A belt that goes around your waist. |
Kindlewoe the elven-silk cloak (3 def, 0 armour) Kindlewoe the elven-silk cloak (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 10 fire Changes resistances: +6% cold / +25% darkness Changes resistances penetration: +10% acid / +20% fire / +15% arcane / +20% darkness Changes damage: +9% acid / +13% arcane / +9% darkness Critical mult.: +27.00% Stealth bonus: +21 Spell save: +15 (+3 eff.) Mental save: +14 (+3 eff.) Maximum mana: +56.00 Spellpower: +8 (+1 eff.) Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Radiance (15 def, 0 armour) Radiance (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 (+2 eff.) Damage when hit (Melee): 30 blinding light Changes stats: +10 Cun / +10 Mag Changes resistances: +30% light / +30% darkness Changes resistances cap: +10% light Changes damage: +25% light Talent category bonus: +0.20 Celestial Spellpower: +20 (+3 eff.) This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
Dagynik the Umbramortal (0 def, 0 armour) Dagynik the Umbramortal (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +5 Cun Changes resistances: +18% blight / +37% fire / +12% darkness / +15% all Changes resistances penetration: +20% temporal Changes damage: +25% fire / +27% darkness / +21% light Life regen: +6.00 Maximum life: +76.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +9% Healing mod.: +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Worm Nest (0 def, 0 armour) Worm Nest (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +15 Mag Changes resistances: +13% all Reduce damage by fixed amount: +22 all Changes damage: +22% blight Spellpower: +15 (+3 eff.) Spell crit. chance: +8% Movement speed: +32% It can be used to activate talent Carrion Feet (costing 15 power out of 20/20) : Effective talent level: 3.0 Power cost: 15 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+4 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Barevon (0 def, 5 armour) Barevon (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 12 arcane Changes stats: +10 Dex Changes resistances: +15% light Stun/Freeze immunity: +23% Mana when firing critical spell: +2.32 Spellpower on spell critical (stacks up to 3 times): +12 Spellpower: +15 (+3 eff.) A hat made of leather. Very stylish. |
Brass Goggles (10 def, 0 armour) Brass Goggles (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +20 (+8 eff.) Armour penetration: +15 Defense: +10 (+1 eff.) Changes stats: +20 Cun Changes resistances: +20% fire Talent masteries: +0.20 Steamtech / Physics +0.20 Steamtech / Chemistry Blindness immunity: +100% Infravision radius: +3 Sight radius: +1 Steampower: +5 (+2 eff.) Steam crit. chance: +5% No self respecting craftsman would be caught without them! |
hardened leather hat 'Maluldir' (0 def, 15 armour) =-60= hardened leather hat 'Maluldir' (0 def, 15 armour) =-60=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +25 (+8 eff.) Armour: +15 Fatigue: +3% Changes resistances penetration: +10% mind Physical save: +6 (+1 eff.) Only die when reaching: -60.00 life Infravision radius: +2 A hat made of leather. Very stylish. |
44 alchemist agate 44 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. |
Emyth the Lightningmonster (dig speed 11 turns) Emyth the Lightningmonster (dig speed 11 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +30 (+11 eff.) Changes stats: +7 Str / +3 Con Changes resistances: +12% nature Changes resistances penetration: +20% fire Changes damage: +9% lightning / +6% physical / +7% nature Maximum life: +37.00 Maximum stamina: +30.00 Light radius: +1 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. |
DĂșathedlen Heart DĂșathedlen HeartPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+2 eff.) Damage (Melee): 20 darkness Changes stats: +5 Mag Changes resistances: +30% light Changes resistances cap: +10% light Talent masteries: +0.20 Cunning / Stealth +0.20 Cursed / Darkness Light radius: -1000 Infravision radius: +7 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. Talent on hit(spell): Invoke Darkness (15% chance level 4). This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+4 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+2 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 85.69 cold damage and 79.46 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 8 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Islaleba IslalebaInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 8 mind Changes resistances: +9% blight / +15% temporal / +9% nature Pinning immunity: +20% Maximum life: +72.00 Maximum psi: +20.00 Light radius: +5 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+2 eff.) Mindpower: +10 (+3 eff.) Light radius: +15 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 15 radius cone with a 150% chance to blind (based on lite radius), dealing 719.89 darkness damage (based on Mindpower and charge) Activation costs 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
nightwalker's dwarven lantern of health nightwalker's dwarven lantern of healthInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Changes stats: +6 Wil Critical mult.: +15.00% Maximum life: +72.00 Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 13 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+5 eff.) Armour penetration: +12 Defense: +12 (+2 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 24 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
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. |
Petrified Wood =123t666= Petrified Wood =123t666=Infused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Runed Skull =1235= Runed Skull =1235=Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
9 fire opal =6645376= 9 fire opal =6645376=0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Entropy (1/1) 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 188% of the healing done. This effect scales with your Magic stat. Activation costs 75 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
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. |
Rod of Spydric Poison (1/1) Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 1022.72 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
amazing fiery salve [power 55] amazing fiery salve [power 55]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 250% efficiency and 63% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (55% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing frost salve [power 55] amazing frost salve [power 55]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 250% efficiency and 63% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (55% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing healing salve [power 788] amazing healing salve [power 788]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 250% efficiency and 63% cooldown modifier. It can be used to heal 788 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing pain suppressor salve [power 690] amazing pain suppressor salve [power 690]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 250% efficiency and 63% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -690 life and reduces all damage by 26% for 7 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
amazing water salve [power 55] amazing water salve [power 55]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 250% efficiency and 63% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (55% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
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. |
amazing air recycler amazing air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Silence immunity: +50% Returns 5 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel kinetic stabiliser dwarven steel kinetic stabiliserPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Physical save: +9 (+1 eff.) Pinning immunity: +15% Knockback immunity: +15% Teleport immunity: +100% Tinkers can be attached to normal items to improve them with steam power! |
perfect head lamp perfect head lampPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Accuracy: +25 (+9 eff.) Light radius: +7 Tinkers can be attached to normal items to improve them with steam power! |
voratun deflection field voratun deflection fieldPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Defense: +10 (+1 eff.) Slows Projectiles: +25% Tinkers can be attached to normal items to improve them with steam power! |
well-made ablative armour well-made ablative armourPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Armour: +6 Reduces incoming crit damage: 21.00% Tinkers can be attached to normal items to improve them with steam power! |
well-made black light emitter well-made black light emitterPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Changes damage: +15% darkness Light radius: -3 Infravision radius: +6 See invisible: +6 Tinkers can be attached to normal items to improve them with steam power! |
well-made head lamp well-made head lampPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Accuracy: +9 (+4 eff.) Light radius: +5 Tinkers can be attached to normal items to improve them with steam power! |
Betekira the Obsidianminister [power 43] (20 cooldown) =-60= Betekira the Obsidianminister [power 43] (20 cooldown) =-60=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Defense: +20 (+3 eff.) Changes resistances: +15% light Changes resistances penetration: +10% darkness / +15% temporal Blindness immunity: +20% Disease immunity: +20% Life regen: +4.00 Only die when reaching: -60.00 life It can be used to harden the skin for 7 turns increasing armour by 43 and armour hardiness by 50% Activation puts all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Bokinik [power 560] (15 cooldown) Bokinik [power 560] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Armour: +6 Defense: +31 (+5 eff.) Changes resistances: +15% blight / +3% physical Changes resistances penetration: +10% acid Changes damage: +9% blight Reduces incoming crit damage: 15.00% Poison immunity: +21% 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. When used: * Cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Eilinuldawen the Umbraknave [power 500] (15 cooldown) Eilinuldawen the Umbraknave [power 500] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Defense: +25 (+4 eff.) Changes stats: +2 Str / +3 Con Changes resistances penetration: +15% darkness Changes damage: +3% light It can be used to heal yourself and all friendly characters within 10 spaces for 500 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 21% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
overpowered elven-wood totem of healing [power 530] (21 cooldown) overpowered elven-wood totem of healing [power 530] (21 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal yourself and all friendly characters within 10 spaces for 530 Activation puts all charms on cooldown for 21 turns. Natural totems are made by powerful wilders to store nature power. |
Poromina the Murkstake [power 320] (15 cooldown) Poromina the Murkstake [power 320] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Effects on melee hit: * 23% chance to slow global speed by 61% * 23% chance to reduce damage dealt by 27% Damage when hit (Melee): 12 nature Changes stats: +7 Dex / +7 Mag Changes resistances penetration: +29% nature Changes damage: +18% darkness Infravision radius: +4 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 87 lightning damage and will be dazed for 1 turn (435 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star =12345= Burning Star =12345=Powered 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. |
diamond 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
By Unmaykr the Higher Anorithil level 30
9th Allure 123rd year of Ascendancy at 01:49 see stats
By Unmaykr the Higher Anorithil level 39
56th Regrowth 123rd year of Ascendancy at 00:37 see stats
By Unmaykr the Higher Anorithil level 50
38th Regrowth 124th year of Ascendancy at 15:28 see stats
By Unmaykr the Higher Anorithil level 38
53rd Regrowth 123rd year of Ascendancy at 22:23 see stats
By Unmaykr the Higher Anorithil level 40
26th Pyre 123rd year of Ascendancy at 06:04 see stats
By Unmaykr the Higher Anorithil level 44
48th Pyre 123rd year of Ascendancy at 11:29 see stats
By Unmaykr the Higher Anorithil level 50
18th Pyre 124th year of Ascendancy at 09:19 see stats
By Unmaykr the Higher Anorithil level 32
11st Regrowth 123rd year of Ascendancy at 09:56 see stats
By Unmaykr the Higher Anorithil level 12
6th Dusk 122nd year of Ascendancy at 15:06 see stats
By Unmaykr the Higher Anorithil level 50
2nd Mirth 124th year of Ascendancy at 01:41 see stats
By Unmaykr the Higher Anorithil level 42
38th Pyre 123rd year of Ascendancy at 19:03 see stats
By Unmaykr the Higher Anorithil level 39
77th Regrowth 123rd year of Ascendancy at 08:29 see stats
By Unmaykr the Higher Anorithil level 26
52nd Haze 122nd year of Ascendancy at 10:42 see stats
By Unmaykr the Higher Anorithil level 50
60th Haze 124th year of Ascendancy at 10:26 see stats
By Unmaykr the Higher Anorithil level 26
52nd Haze 122nd year of Ascendancy at 03:57 see stats
By Unmaykr the Higher Anorithil level 32
11st Regrowth 123rd year of Ascendancy at 21:16 see stats
By Unmaykr the Higher Anorithil level 34
36th Regrowth 123rd year of Ascendancy at 18:40 see stats
By Unmaykr the Higher Anorithil level 50
2nd Dusk 124th year of Ascendancy at 21:31 see stats
By Unmaykr the Higher Anorithil level 50
77th Pyre 124th year of Ascendancy at 07:11 see stats
By Unmaykr the Higher Anorithil level 37
50th Regrowth 123rd year of Ascendancy at 12:44 see stats
By Unmaykr the Higher Anorithil level 31
4th Regrowth 123rd year of Ascendancy at 19:54 see stats
By Unmaykr the Higher Anorithil level 46
48th Pyre 123rd year of Ascendancy at 19:22 see stats
By Unmaykr the Higher Anorithil level 10
5th Mirth 122nd year of Ascendancy at 22:45 see stats
By Unmaykr the Higher Anorithil level 20
48th Dusk 122nd year of Ascendancy at 17:47 see stats
By Unmaykr the Higher Anorithil level 30
70th Haze 122nd year of Ascendancy at 03:41 see stats
By Unmaykr the Higher Anorithil level 40
1st Time of Balance 123rd year of Ascendancy at 08:24 see stats
By Unmaykr the Higher Anorithil level 50
50th Haze 123rd year of Ascendancy at 23:36 see stats
By Unmaykr the Higher Anorithil level 4
77th Pyre 122nd year of Ascendancy at 16:48 see stats
By Unmaykr the Higher Anorithil level 48
12nd Haze 123rd year of Ascendancy at 20:50 see stats
By Unmaykr the Higher Anorithil level 50
74th Pyre 124th year of Ascendancy at 01:51 see stats
By Unmaykr the Higher Anorithil level 50
55th Haze 124th year of Ascendancy at 14:39 see stats
By Unmaykr the Higher Anorithil level 47
1st Summertide 123rd year of Ascendancy at 19:49 see stats
By Unmaykr the Higher Anorithil level 50
7th Mirth 124th year of Ascendancy at 20:11 see stats
By Unmaykr the Higher Anorithil level 48
12nd Haze 123rd year of Ascendancy at 20:55 see stats
By Unmaykr the Higher Anorithil level 26
52nd Haze 122nd year of Ascendancy at 09:38 see stats
By Unmaykr the Higher Anorithil level 15
30th Dusk 122nd year of Ascendancy at 18:03 see stats
By Unmaykr the Higher Anorithil level 42
38th Pyre 123rd year of Ascendancy at 22:20 see stats
By Unmaykr the Higher Anorithil level 50
60th Haze 124th year of Ascendancy at 10:24 see stats
By Unmaykr the Higher Anorithil level 10
5th Mirth 122nd year of Ascendancy at 23:14 see stats
By Unmaykr the Higher Anorithil level 50
18th Regrowth 124th year of Ascendancy at 05:14 see stats
By Unmaykr the Higher Anorithil level 50
60th Haze 124th year of Ascendancy at 10:26 see stats
By Unmaykr the Higher Anorithil level 39
75th Regrowth 123rd year of Ascendancy at 20:38 see stats
By Unmaykr the Higher Anorithil level 10
7th Mirth 122nd year of Ascendancy at 21:34 see stats
By Unmaykr the Higher Anorithil level 29
70th Haze 122nd year of Ascendancy at 00:31 see stats
By Unmaykr the Higher Anorithil level 47
72nd Pyre 123rd year of Ascendancy at 08:21 see stats
By Unmaykr the Higher Anorithil level 27
55th Haze 122nd year of Ascendancy at 02:32 see stats
By Unmaykr the Higher Anorithil level 19
47th Dusk 122nd year of Ascendancy at 18:08 see stats
By Unmaykr the Higher Anorithil level 38
53rd Regrowth 123rd year of Ascendancy at 03:05 see stats
Log
Unmaykr's defensive darkness area effect hits High Sun Paladin Aeryn for 501 darkness damage.
Shield of Light hits High Sun Paladin Aeryn for 23 healing, 23 healing, 23 healing (0 total damage) [68 healing].
High Sun Paladin Aeryn is confused and fails to use Shield Slam.
Argoniel feels pain again.
Unmaykr casts Moonlight Ray.
Unmaykr's spell attains critical power!
The powerful blow energizes Argoniel reducing their cooldowns!
Unmaykr casts Lightning.
Unmaykr's spell attains critical power!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
Personal New Achievement: Tactical master (Insane (Roguelike) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Acid Splash from Argoniel hits High Sun Paladin Aeryn for 31 acid damage.
Unmaykr hits Argoniel for 2564 darkness, 826 lightning (3389 total damage).
High Sun Paladin Aeryn receives 23 healing from Shield of Light.
Unmaykr killed Argoniel!
Unmaykr's darkness area effect hits High Sun Paladin Aeryn for 951 darkness damage.
Unmaykr's sanctity area effect hits High Sun Paladin Aeryn for 652 light damage.
Unmaykr's defensive darkness area effect hits High Sun Paladin Aeryn for 501 darkness damage.
Shield of Light hits High Sun Paladin Aeryn for 23 healing, 23 healing, 23 healing (0 total damage) [68 healing].
The protective shield of Unmaykr disappears.
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
Personal New Achievement: Evil denied (Insane (Roguelike) difficulty)!
Personal New Achievement: The Sun Still Shines (Insane (Roguelike) difficulty)!
Saving game...
Saving done.
Unmaykr vanishes from sight.