









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Corruptor |
| Level / Exp | 44 / 76% |
| Size | medium |
| Lifes / Deaths | Killed by corwyx's Inner Demon at level 14 on the 38th Dusk 122nd year of Ascendancy at 15:30 1 / 6Killed by fire drake at level 29 on the 31st Haze 122nd year of Ascendancy at 01:05 Killed by corwyx's Inner Demon at level 32 on the 2nd Allure 123rd year of Ascendancy at 01:34 Killed by worm that walks at level 33 on the 4th Allure 123rd year of Ascendancy at 02:02 Killed by Belinor the orc high pyromancer at level 44 on the 61st Pyre 123rd year of Ascendancy at 03:58 Killed by Isayada the orc high cryomancer at level 44 on the 71st Pyre 123rd year of Ascendancy at 17:54 |
Primary Stats
| Strength | 14 (base 13) |
| Dexterity | 32 (base 22) |
| Constitution | 70 (base 60) |
| Magic | 119 (base 60) |
| Willpower | 59 (base 13) |
| Cunning | 63 (base 36) |
Resources
| Life | 1176/1176 |
| Mana | 538/538 |
| Vim | 309/309 |
| Healing Factor | 1.5572792565121 |
| Regeneration | 11.290274609713 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -63.333333333333% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 5 |
| Infravision | 3 |
| See Invisible | 8 |
Offense: Mainhand
| Damage | 60 |
| Accuracy | 31 |
| Crit Chance | 36% |
| APR | 31 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 86 |
| Crit Chance | 75% |
| Speed | 1 |
Offense: Mind
| Mindpower | 64 |
| Crit Chance | 43% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +6% |
| Lightning | +40% |
| Acid | +6% |
| Temporal | +15% |
| Blight | +90% |
| Arcane | +18% |
| Fire | +15% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +15% |
| Temporal | +25% |
| Blight | +50% |
| Mind | +10% |
| Acid | +25% |
Defense: Base
| Armour (hardiness) | 12 (53.292302510663%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 0 |
| Physical Save | 38 |
| Spell Save | 42 |
| Mental Save | 59 |
Defense: Resistances
| Acid | + 38%( 70%) |
| Blight | + 57%( 70%) |
| Cold | + 41%( 70%) |
| All | + 31%( 70%) |
| Darkness | + 31%( 70%) |
| Temporal | + 42%( 70%) |
| Mind | + 36%( 70%) |
| Fire | + 51%( 70%) |
| Lightning | + 60%( 70%) |
Defense: Immunities
| Stun Resistance | 40% |
| Pinning Resistance | 0% |
| Instadeath Resistance | 100% |
| Blind Resistance | 36% |
Inscriptions (4/4)
| Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 695 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 86 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 Cunning stat. |
| Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 9 Cooldown: 12 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 Constitution stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 44% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Blood | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Vim | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Corruption / Blight | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 4/5 |
| Corruption / Sanguisuge | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Curses | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Torment | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Corruption / Hexes | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Premonition |
| talent | Blood Fury |
| talent | Blood Vengeance |
| talent | Chant of Fortitude |
| talent | Overkill |
| talent | Dark Ritual |
| talent | Bone Shield |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by corwyx. Escort: lone alchemist (level 8 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | 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 repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Scintillating Caves. Escort: worried loremaster (level 2 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Marus 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. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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 | Belyrera the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 8 arcane Changes stats: +3 Wil / +4 Cun / +4 Con Changes resistances: +9% blight Changes resistances penetration: +25% blight Changes damage: +18% arcane / +15% blight Physical save: +19 (+7 eff.) Mental save: +19 (+5 eff.) Spell crit. chance: +6% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | alchemist's lamp 'Anibar'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Mag / +2 Wil Changes resistances penetration: +25% blight Critical mult.: +10.00% Physical save: +9 (+4 eff.) Mana when firing critical spell: +2.00 Spell crit. chance: +3% Light radius: +4 Healing mod.: +18% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Daireleg the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +7 Wil Changes resistances: +16% blight / +15% temporal Changes damage: +24% blight / +15% temporal Mental save: +7 (+2 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cap made of leather. |
| Tool | Adyda the Hellswalker [power 365] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +9% blight Changes resistances penetration: +25% temporal Changes damage: +21% blight / +6% fire It can be used to blast the opponent's mind dealing 387 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Berand the FireswiftCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 8 arcane Changes stats: +5 Mag Changes resistances: +12% fire Changes resistances penetration: +25% acid Changes damage: +9% fire Stun/Freeze immunity: +40% Life regen: +7.00 Spell crit. chance: +3% Rings make your fingers look great! |
| On fingers | copper ring 'Brodudig'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +3% blight / +3% fire / +6% cold Changes damage: +6% acid Mental save: +6 (+2 eff.) Rings make your fingers look great! |
| Around waist | Isseromirak the KindlesmasherPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Effects on melee hit: * 20% chance to reduce all saves and defense by 37 Changes stats: +6 Dex / +5 Mag / +10 Wil / +4 Cun Changes resistances: +10% acid / +8% cold / +14% fire / +6% mind / +6% lightning Changes damage: +6% mind Spell crit. chance: +5% Mental crit. chance: +11% A belt that goes around your waist. |
| In main hand | bloodlich's dragonbone vilestaff of wizardry (136% power, 6 apr, blight element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +9 Mag / +4 Wil / +5 Cun / +2 Con Changes damage: +30% blight Talent granted: +1 Command Staff Critical mult.: +18.00% N.Energy each turn: +0.20 Vim when firing critical spell: +4.00 Maximum mana: +55.00 Maximum vim: +30.00 Maximum neg.energy: +32.00 Spellpower: +23 (+4 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
| On hands | Storm Bringer's Gauntlets (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +15% lightning Critical mult.: +20.00% Spellpower: +12 (+2 eff.) Spell crit. chance: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Main armor | The Calm (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+5 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning / +13% all Changes resistances penetration: +15% lightning Changes damage: +25% lightning Spellpower: +20 (+4 eff.) Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
| Cloak | battlemaster's cashmere cloak of backstabbing (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +10 Defense: +2 (+1 eff.) Changes stats: +3 Str / +3 Dex / +4 Con Talent mastery: +0.30 Technique / Combat training Critical mult.: +16.00% Stealth bonus: +10 Spell save: +5 (+2 eff.) Stamina each turn: +0.80 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | voratun amulet 'Coalraptor'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +15 Damage when hit (Melee): 2 darkness Changes stats: +7 Cun / +3 Wil Changes resistances penetration: +10% mind Critical mult.: +20.00% Blindness immunity: +36% Mindpower: +15 (+4 eff.) Mental crit. chance: +5% Infravision radius: +3 Sight radius: +2 See invisible: +8 Amulets make your neck look great! |
Inventory
shatter afflictions rune of the psychic (absorb 83; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 83 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 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. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Scroll of Summoning (Limmir the Jeweler)Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon Activation costs 1 power out of 1/1. Magical scrolls can have wildly different effects! |
ArmohadInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Changes stats: +8 Dex / +3 Wil / +10 Cun / +11 Con Changes resistances: +24% temporal / +6% nature / +6% light Mental save: +10 (+3 eff.) Confusion immunity: +15% Pinning immunity: +42% Knockback immunity: +32% Life regen: +3.00 Stamina each turn: +2.80 Mindpower: +13 (+3 eff.) Movement speed: +10% Amulets make your neck look great! |
Ragezor the gold amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Wil / +3 Mag Changes resistances: +5% arcane Changes damage: +6% acid / +7% fire / +7% cold / +7% lightning Silence immunity: +20% Pinning immunity: +20% Maximum life: +100.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Amulets make your neck look great! |
copper amulet 'Anydir'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Dex / +1 Con Changes resistances: +11% lightning Stun/Freeze immunity: +21% Psi when hit: +0.04 Maximum hate: +6.00 Mindpower: +10 (+3 eff.) See invisible: +6 Amulets make your neck look great! |
copper amulet 'Hellstinger'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 6 cold Changes resistances: +11% lightning / +12% fire / +3% darkness Changes resistances penetration: +15% fire Changes damage: +3% fire Stun/Freeze immunity: +21% Amulets make your neck look great! |
copper amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Amulets make your neck look great! |
gold amulet 'Beryrehor'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +7 Wil Changes resistances: +5% arcane / +4% physical Spell save: +12 (+4 eff.) Mental save: +10 (+3 eff.) Confusion immunity: +18% Stun/Freeze immunity: +20% Mindpower: +9 (+2 eff.) Amulets make your neck look great! |
starlit copper amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +10% light / +11% darkness Blindness immunity: +20% Amulets make your neck look great! |
starlit steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +13% light / +10% darkness Blindness immunity: +23% Cut immunity: +50% Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 4.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 461 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
stralite amulet 'Betadalrawe'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical crit. chance: +1.0% Physical power: +8 (+3 eff.) Defense: +15 (+5 eff.) Changes stats: +7 Wil Changes resistances: +26% lightning / +3% acid Changes damage: +6% acid / +9% physical Stun/Freeze immunity: +36% Maximum stamina: +30.00 Combat speed: +10% Amulets make your neck look great! |
BlastragePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+3 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances penetration: +10% lightning / +5% mind Changes damage: +6% lightning / +9% mind Blindness immunity: +37% Spellpower: +8 (+1 eff.) Mindpower: +15 (+4 eff.) Infravision radius: +4 See stealth: +14 See invisible: +13 Rings make your fingers look great! |
DayglamourCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +3 Dex Changes resistances: +9% light / +5% arcane Changes resistances penetration: +10% light Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +7 (+2 eff.) Stun/Freeze immunity: +20% Life regen: +3.00 Light radius: +2 Rings make your fingers look great! |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +9 (+3 eff.) Damage when hit (Melee): 4 fire Changes stats: +7 Str / +5 Mag / +5 Wil / +11 Cun / +7 Con Changes resistances: +9% blight Changes resistances penetration: +10% blight / +15% fire Changes damage: +9% blight Spellpower: +11 (+2 eff.) Mindpower: +8 (+2 eff.) It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
conjurer's stralite ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Mag / +6 Wil Changes resistances: +17% acid / +18% fire / +19% lightning / +10% cold Spellpower: +11 (+2 eff.) Rings make your fingers look great! |
gold ring 'Araletha'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Wil Changes resistances: +15% acid Changes damage: +9% mind Stun/Freeze immunity: +28% Life regen: +3.00 Equilibrium when hit: +0.08 Mindpower: +15 (+4 eff.) Mental crit. chance: +6% Rings make your fingers look great! |
marksman's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Disarm immunity: +20% Pinning immunity: +21% Knockback immunity: +23% Maximum life: +25.00 Rings make your fingers look great! |
mule's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Maximum encumbrance: +20 Disarm immunity: +22% Pinning immunity: +21% Knockback immunity: +20% Maximum life: +20.00 Rings make your fingers look great! |
rogue's copper ring of frost (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Changes resistances: +22% cold Changes damage: +11% cold Rings make your fingers look great! |
rogue's steel ring of darkness (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +4 Cun Changes resistances: +22% darkness Changes damage: +11% darkness Rings make your fingers look great! |
solipsist's gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +5 Wil Mindpower: +7 (+2 eff.) Rings make your fingers look great! |
voratun ring 'Lelirach'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+4 eff.) Defense: +10 (+3 eff.) Changes stats: +8 Str / +14 Mag / +6 Wil / +7 Con Changes resistances: +6% darkness Changes resistances penetration: +15% temporal Spell save: +14 (+5 eff.) Poison immunity: +10% Spellpower: +10 (+2 eff.) Rings make your fingers look great! |
Dimwalker the elven-wood magestaff (129% power, 5 apr, lightning element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 30% * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Mag / +3 Wil Changes resistances penetration: +25% darkness Changes damage: +25% lightning Talent granted: +1 Command Staff Critical mult.: +31.00% Maximum mana: +29.00 Spellpower: +21 (+4 eff.) Spell crit. chance: +23% Staves designed for wielders of magic, by the greats of the art. |
BlastquellerInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+2 eff.) Armour: +8 Defense: +7 (+2 eff.) Damage when hit (Melee): 4 blight Changes resistances: +8% lightning / +7% temporal Changes resistances penetration: +20% lightning Changes damage: +12% blight Critical mult.: +8.00% Physical save: +14 (+5 eff.) A belt that goes around your waist. |
CracklegloryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 37 Damage when hit (Melee): 6 lightning Changes stats: +4 Cun / +4 Wil Changes resistances: +6% lightning Changes resistances penetration: +15% cold Changes damage: +3% lightning Damage against: +19% Summoned Reduced damage from: +16% Summoned A belt that goes around your waist. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Xanibrewen the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+3 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 36 Stealth bonus: +5 Only die when reaching: -80.00 life A belt that goes around your waist. |
Kindlejeer the linen cloak (6 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +6 Defense: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +3% light Changes resistances penetration: +5% light Physical save: +9 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
battlemaster's elven-silk cloak of mindcraft (3 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +2 Str / +3 Dex / +3 Wil / +4 Cun / +5 Con Talent mastery: +0.30 Technique / Combat training Spell save: +14 (+5 eff.) Stamina each turn: +0.80 Mental 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. |
cashmere cloak 'Dawnrune' (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Str / +3 Dex / +1 Mag / +2 Wil / +4 Con Changes resistances: +9% light / +6% darkness Changes resistances penetration: +5% light Talent mastery: +0.20 Technique / Combat training Spell save: +7 (+2 eff.) Stamina each turn: +0.40 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Betavea' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +6% mind / +9% temporal Spell save: +9 (+3 eff.) Maximum life: +31.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glarebone the pair of hardened leather boots (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Changes stats: +8 Cun Changes resistances: +9% light Critical mult.: +10.00% Mental crit. chance: +3% Infravision radius: +2 A pair of boots made of leather. |
Scumrigor the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 2 acid Changes stats: +4 Dex / +3 Mag / +5 Lck Changes resistances: +3% acid Changes damage: +9% acid / +3% nature Stealth bonus: +6 A pair of boots made of leather. |
Velurinor the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes damage: +12% mind Stamina each turn: +0.40 Spellpower on spell critical (stacks up to 3 times): +2 Maximum stamina: +21.00 Maximum vim: +20.00 Spellpower: +20 (+4 eff.) Spell crit. chance: +5% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Yvilenor the Shocksun (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Changes resistances: +3% lightning Changes damage: +3% lightning / +12% mind Mindpower: +10 (+3 eff.) Infravision radius: +1 A pair of boots made of leather. |
dreamer's pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +3 Cun / +2 Wil Physical save: +5 (+2 eff.) Spell save: +5 (+2 eff.) Mental save: +5 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of hardened leather boots of spellbinding (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +2 Mag Silence immunity: +26% Confusion immunity: +26% Stun/Freeze immunity: +29% Lowers spell cool-downs by: 10% A pair of boots made of leather. |
undeterred pair of voratun boots of massiveness (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +6 Str / +7 Con Changes damage: +5% physical Silence immunity: +41% Confusion immunity: +29% Stun/Freeze immunity: +30% Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
alchemist's hardened leather gloves of the starseeker (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 3 acid / 5 fire / 4 cold / 5 lightning Changes stats: +6 Mag / +2 Wil / +3 Cun Changes resistances: +7% light / +6% darkness Infravision radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 2.5 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 134.66 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Adiwen' (0 def, 7 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +5 (+2 eff.) Armour: +7 Damage (Melee): 6 acid Changes resistances: +5% acid Changes damage: +4% acid Pinning immunity: +10% Maximum life: +60.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
spellstreaming voratun gauntlets of war-making (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +5.0% Armour: +3 Fatigue: +5% Critical mult.: +10.00% Mana each turn: +0.23 Spellpower: +15 (+3 eff.) Spell crit. chance: +16% Mental crit. chance: +13% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+3 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 3.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 10. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Hurahad the hardened leather cap (15 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +6 Defense: +15 (+5 eff.) Fatigue: +3% Changes stats: +3 Cun / +4 Dex Changes resistances: +7% blight / +3% mind / +10% darkness / +5% arcane Changes resistances penetration: +25% blight Spell save: +8 (+3 eff.) Mental save: +11 (+3 eff.) Life regen: +2.00 Infravision radius: +1 Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 5.5 Power cost: 30 out of 30/30. 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 31 light damage to everyone else who enters. The circle lasts 6 turns. A cap made of leather. |
Velayaba the linen wizard hat (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +15 (+5 eff.) Defense: +1 (+0 eff.) Changes resistances: +1% physical Reduces incoming crit damage: 5.00% Mana each turn: +0.10 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% A pointy cloth hat, very wizardly... |
hardened leather cap 'Shineburst' (6 def, 9 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +9 Defense: +6 (+2 eff.) Fatigue: +3% Damage when hit (Melee): 6 light Changes stats: +2 Str Changes resistances: +8% fire / +8% cold / +3% darkness / +4% all Physical save: +7 (+3 eff.) Blindness immunity: +10% Teleport immunity: +20% A cap made of leather. |
6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
483 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. |
3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Kesamnir (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) Physical crit. chance: +1.0% Effects on melee hit: * 10% chance to slow global speed by 65% Changes stats: +1 Str Changes resistances: +11% nature / +3% acid Changes damage: +6% nature Physical save: +9 (+4 eff.) Maximum life: +20.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Silayama (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) Defense: +20 (+7 eff.) Changes stats: +3 Str Changes resistances: +11% nature Changes damage: +6% nature Only die when reaching: -40.00 life Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Duskseam the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Dex Changes resistances: +9% darkness Changes damage: +3% darkness Reduces incoming crit damage: 15.00% Physical save: +5 (+2 eff.) Light radius: +4 Healing mod.: +11% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
ethereal brass lanternPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Mag Spellpower: +6 (+1 eff.) Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
9 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
Infernosaw [power 165] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 36 Changes stats: +4 Str / +2 Dex / +2 Mag / +5 Wil / +2 Con Changes resistances penetration: +10% blight / +15% fire Infravision radius: +2 It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 165 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
2 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. |
moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By corwyx the Shalore Corruptor level 37
1st Regrowth 123rd year of Ascendancy at 06:13 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By corwyx the Shalore Corruptor level 37
9th Allure 123rd year of Ascendancy at 09:29 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By corwyx the Shalore Corruptor level 42
60th Pyre 123rd year of Ascendancy at 17:56 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By corwyx the Shalore Corruptor level 42
45th Pyre 123rd year of Ascendancy at 18:16 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By corwyx the Shalore Corruptor level 23
1st Haze 122nd year of Ascendancy at 02:11 see stats
Can you bear it? So much bearness! (Insane (Adventure) difficulty)
Killed Borius in the Bearscape.By corwyx the Shalore Corruptor level 40
24th Pyre 123rd year of Ascendancy at 07:27 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By corwyx the Shalore Corruptor level 39
76th Regrowth 123rd year of Ascendancy at 22:20 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By corwyx the Shalore Corruptor level 31
2nd Wintertide 123rd year of Ascendancy at 06:56 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By corwyx the Shalore Corruptor level 22
77th Dusk 122nd year of Ascendancy at 02:59 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By corwyx the Shalore Corruptor level 28
29th Haze 122nd year of Ascendancy at 16:17 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By corwyx the Shalore Corruptor level 43
60th Pyre 123rd year of Ascendancy at 19:31 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By corwyx the Shalore Corruptor level 10
3rd Flare 122nd year of Ascendancy at 09:05 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By corwyx the Shalore Corruptor level 20
67th Dusk 122nd year of Ascendancy at 12:18 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By corwyx the Shalore Corruptor level 30
65th Haze 122nd year of Ascendancy at 17:45 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By corwyx the Shalore Corruptor level 40
76th Regrowth 123rd year of Ascendancy at 22:20 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By corwyx the Shalore Corruptor level 29
54th Haze 122nd year of Ascendancy at 12:34 see stats
Shasshhiy'Kaish (Insane (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By corwyx the Shalore Corruptor level 25
22nd Haze 122nd year of Ascendancy at 02:35 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By corwyx the Shalore Corruptor level 29
65th Haze 122nd year of Ascendancy at 17:45 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By corwyx the Shalore Corruptor level 14
45th Dusk 122nd year of Ascendancy at 05:59 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By corwyx the Shalore Corruptor level 41
42nd Pyre 123rd year of Ascendancy at 01:25 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By corwyx the Shalore Corruptor level 23
1st Time of Equilibrium 122nd year of Ascendancy at 15:49 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By corwyx the Shalore Corruptor level 8
4th Mirth 122nd year of Ascendancy at 17:53 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By corwyx the Shalore Corruptor level 43
60th Pyre 123rd year of Ascendancy at 18:00 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By corwyx the Shalore Corruptor level 11
29th Dusk 122nd year of Ascendancy at 08:52 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By corwyx the Shalore Corruptor level 22
1st Time of Equilibrium 122nd year of Ascendancy at 10:31 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By corwyx the Shalore Corruptor level 17
51st Dusk 122nd year of Ascendancy at 10:43 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By corwyx the Shalore Corruptor level 36
8th Allure 123rd year of Ascendancy at 08:05 see stats
Log
Talent Vitality is ready to use.
Talent Bone Shield is ready to use.
Talent Rune: Reflection Shield is ready to use.
Talent Blood Vengeance is ready to use.
Talent Overkill is ready to use.
Talent Life Tap is ready to use.
Talent Premonition is ready to use.
Talent Dark Ritual is ready to use.
Talent Blood Fury is ready to use.
Talent Timeless is ready to use.
Rested for 47 turns (stop reason: all resources and life at maximum).
Corwyx activates Bone Shield.
Corwyx activates Chant of Fortitude.
Corwyx activates Dark Ritual.
Corwyx activates Blood Fury.
Corwyx activates Blood Vengeance.
Corwyx activates Overkill.
Corwyx activates Premonition.
Resting starts...
Rested for 10 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).




























































































































