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 Adventure |
Sex | Male |
Race | Cornac |
Class | Temporal Warden |
Level / Exp | 27 / 8% |
Size | medium |
Lifes / Deaths | Killed by ritch flamespitter at level 13 on the 11st Dusk 122nd year of Ascendancy at 18:02 3 / 3Killed by Glidhewyn the copperhead snake at level 21 on the 46th Haze 122nd year of Ascendancy at 05:37 Killed by Grgglck the Devouring Darkness at level 24 on the 64th Haze 122nd year of Ascendancy at 09:46 |
Primary Stats
Strength | 22 (base 10) |
Dexterity | 70 (base 53) |
Constitution | 29 (base 10) |
Magic | 74 (base 58) |
Willpower | 25 (base 12) |
Cunning | 21 (base 10) |
Resources
Life | 767/767 |
Paradox | 300 |
Healing Factor | 1.2724687383469 |
Regeneration | 16.860210783096 |
Speed
Mental | -2.3869795029441E-12% |
Attack | -2.3869795029441E-12% |
Movement | +12.268086021979% |
Spell | -2.3869795029441E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 13 |
Infravision | 11 |
See Stealth | 21.422611867642 |
See Invisible | 30.422611867642 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 92 |
Accuracy | 66 |
Crit Chance | 28% |
APR | 40 |
Speed | 1.00 |
Offense: Offhand
Damage | 35 |
Accuracy | 66 |
Crit Chance | 31% |
APR | 42 |
Speed | 1.00 |
Offense: Spell
Spellpower | 51 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Mind | +3% |
Acid | +21% |
Light | +18% |
Temporal | +5% |
Cold | +7% |
Physical | +14% |
Fire | +15% |
All | 0% |
Offense: Damage Penetration
Light | +40% |
Fire | +40% |
Physical | +35% |
Mind | +30% |
All | +25% |
Defense: Base
Armour (hardiness) | 19 (49.007671158813%) |
Defense | 86 |
Ranged Defense | 86 |
Fatigue | 0 |
Physical Save | 28 |
Spell Save | 32 |
Mental Save | 28 |
Defense: Resistances
Acid | + 38%( 70%) |
Physical | + 27%( 70%) |
Cold | + 30%( 70%) |
All | + 13%( 70%) |
Darkness | + 36%( 70%) |
Light | + 21%( 70%) |
Temporal | + 23%( 70%) |
Lightning | + 28%( 70%) |
Fire | + 33%( 70%) |
Mind | + 25%( 70%) |
Defense: Immunities
Stun Resistance | 30% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 564% 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. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental and physical effect and reduce all damage taken by 33% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 188 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 283 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Chronomancy / Stasis | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 2/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Contingency |
talent | Weapon Folding |
beneficial effect | The target is moving is 12% faster. 1 Celerity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | 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. | active |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed xorn fragment. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed hummerhorn wing. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed honey tree root. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | 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 | pair of iron boots 'Starstalker' (20 def, 6 armour) pair of iron boots 'Starstalker' (20 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Defense: +20 (+4 eff.) Fatigue: +2% Damage when hit (Melee): 2 light Changes stats: +3 Cun Changes damage: +6% physical Infravision radius: +2 See invisible: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Tundraworth the brass lantern Tundraworth the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Con / +1 Mag Changes resistances: +9% cold Reduces incoming crit damage: 10.00% Maximum life: +40.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | iron helm 'Salyvea' (0 def, 5 armour) iron helm 'Salyvea' (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +5 Fatigue: +5% Changes stats: +5 Con Reduces incoming crit damage: 15.00% Light radius: +3 Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | dwarven-steel gauntlets 'Galesear' (20 def, 4 armour) dwarven-steel gauntlets 'Galesear' (20 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +4 Defense: +20 (+4 eff.) Fatigue: +3% Damage (Melee): 8 temporal Damage (Ranged): 8 temporal Damage when hit (Melee): 6 physical Changes stats: +2 Dex Changes resistances: +9% lightning / +5% temporal Changes damage: +5% temporal When used to modify unarmed attacks: Base power: 18.5 - 25.9 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% On weapon hit: * 7% chance to gain 10% of a turn (3/turn limit) Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | yew wand of conjuration 'Yvada' [power 255] (15 cooldown) yew wand of conjuration 'Yvada' [power 255] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Defense: +30 (+6 eff.) Maximum wards: +4 blight / +4 fire / +4 darkness / +4 mind Changes resistances penetration: +5% physical Talent granted: +1 Ward See invisible: +6 It can be used to fire a magical bolt dealing 293 fire 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 | conjurer's steel ring of pilfering conjurer's steel ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Defense: +7 (+1 eff.) Changes stats: +5 Mag / +5 Wil Spellpower: +5 (+2 eff.) 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! |
On fingers | gold quartz ring gold quartz ringPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +16 (+6 eff.) Changes stats: +6 Str / +6 Con Changes resistances: +6% light / +6% fire Changes damage: +18% light Stun/Freeze immunity: +30% Life regen: +13.00 Maximum life: +63.00 Spellpower: +10 (+3 eff.) Mindpower: +10 (+5 eff.) Light radius: +1 Healing mod.: +12% Rings make your fingers look great! |
Around neck | The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+2 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
In main hand | Ashvalor (30-41 power, 4 apr) Ashvalor (30-41 power, 4 apr)Requires: - Magic 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 29.5 - 41.3 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Armour penetration: +17 Physical crit. chance: +15.0% Damage when hit (Melee): 4 fire Changes stats: +6 Str / +6 Dex / +5 Mag / +6 Wil / +6 Cun / +6 Con Changes resistances: +3% mind / +6% fire Changes resistances penetration: +5% mind / +15% fire Changes damage: +9% fire Critical mult.: +34.00% Blunt and deadly. |
Around waist | hardened leather belt 'Silevea' hardened leather belt 'Silevea'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +4 Changes stats: +3 Dex / +2 Wil Changes resistances: +8% lightning / +7% temporal / +5% physical Only die when reaching: -80.00 life Light radius: +3 A belt that goes around your waist. |
In off hand | Kindlerage the steel dagger (12-16 power, 6 apr) Kindlerage the steel dagger (12-16 power, 6 apr)Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.2 Uses stats: 50% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to reduce all saves and defense by 19 Damage (Melee): +9 nature Damage (radius 1) on hit: +16 light When wielded/worn: Damage when hit (Melee): 6 light Changes resistances: +3% light Changes resistances penetration: +15% light Light radius: +3 Sharp, short and deadly. |
Cloak | Veleminne (1 def, 0 armour) Veleminne (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Defense: +1 (+0 eff.) Changes stats: +1 Dex Changes resistances penetration: +5% physical Physical save: +9 (+4 eff.) Maximum life: +32.00 Infravision radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Radholdir (0 def, 0 armour) Radholdir (0 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +2 Cun Changes resistances: +29% acid / +11% physical / +12% darkness / +11% fire / +11% cold / +11% mind / +9% all Changes damage: +21% acid / +8% physical / +6% fire / +3% mind / +7% cold Talent cooldown: Refit Golem (-3 turns) Physical save: +10 (+5 eff.) Spell save: +11 (+6 eff.) Mental save: +20 (+10 eff.) Maximum hate: +6.00 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
wild infusion of the wizard (res 31%; mental; dur 2; cd 13) wild infusion of the wizard (res 31%; mental; dur 2; 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: 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 31% for 2 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. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; lightning, physical, light, fire, darkness) Prismatic Rune (6 turns; lightning, physical, light, fire, darkness)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (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: 3 lightning, 3 physical, 4 light, 3 fire, 5 darkness 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 49; cd 13) shatter afflictions rune of the titan (absorb 49; 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 49 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. |
Amahad the Splendourreaper Amahad the SplendourreaperInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag / +2 Wil / +3 Cun Changes damage: +3% light Spell crit. chance: +6% Damage Shield penetration: +30% 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! |
Plaguerage PlaguerageInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +4 Changes stats: +4 Str Changes resistances: +2% physical Changes resistances penetration: +15% nature Amulets make your neck look great! |
grounding copper amulet grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% lightning Stun/Freeze immunity: +20% Amulets make your neck look great! |
Branerazor BranerazorCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +1.0% Physical power: +7 (+3 eff.) Changes stats: +6 Str / +5 Con Changes resistances: +4% physical Critical mult.: +10.00% Physical save: +12 (+6 eff.) Rings make your fingers look great! |
Strikenaught StrikenaughtInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +10 Wil Changes resistances: +3% lightning / +6% nature Changes damage: +12% mind Mental save: +8 (+4 eff.) Maximum hate: +6.00 Mental crit. chance: +2% Rings make your fingers look great! |
Velimina the copper ring Velimina the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 35% Damage when hit (Melee): 4 acid Changes stats: +3 Wil Changes resistances: +3% acid Changes resistances penetration: +5% arcane / +10% acid Changes damage: +6% arcane / +3% blight Mental save: +6 (+3 eff.) Rings make your fingers look great! |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
conjurer's copper ring conjurer's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Mag / +5 Wil Spellpower: +6 (+2 eff.) Rings make your fingers look great! |
gold garnet ring gold garnet ringInfused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes stats: +5 Wil Changes resistances: +6% acid / +12% fire Changes damage: +6% acid / +12% fire / +6% all Mental save: +28 (+13 eff.) Confusion immunity: +58% Spell crit. chance: +3% Mental crit. chance: +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: +13% acid / +16% fire / +15% lightning / +16% cold Stun/Freeze immunity: +30% 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: Damage (Melee): 16 light Damage (Ranged): 12 light Changes stats: +5 Mag Changes damage: +10% light Stun/Freeze immunity: +30% Rings make your fingers look great! |
rogue's steel ring of misery rogue's steel ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Effects on melee hit: * 11% chance to reduce all saves and defense by 19 Damage (Melee): 9 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 19 Damage (Ranged): 11 physical Changes stats: +6 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +5.00 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! |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings make your fingers look great! |
steel ring 'Belerab' steel ring 'Belerab'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Con Physical save: +8 (+4 eff.) Confusion immunity: +20% Pinning immunity: +20% Knockback immunity: +20% Teleport immunity: +20% Rings make your fingers look great! |
steel ring 'Shadowkiller' steel ring 'Shadowkiller'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce damage dealt by 16% Changes resistances penetration: +25% darkness / +25% temporal Changes damage: +3% blight / +3% temporal Disarm immunity: +26% Pinning immunity: +28% Knockback immunity: +29% Maximum life: +28.00 Rings make your fingers look great! |
Gilestir the Pyrebane (13-17 power, 6 apr) Gilestir the Pyrebane (13-17 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 13.0 - 16.9 Uses stats: 50% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 13% chance to reduce all saves and defense by 19 * 5% chance to reduce strength, dexterity, and constitution by 25 Damage (Melee): +7 blight / +5 cold / +7 mind Damage (radius 1) on hit: +12 fire When wielded/worn: Changes stats: +2 Cun / +2 Wil Changes resistances: +9% fire Changes damage: +3% fire Disease immunity: +10% Sharp, short and deadly. |
Lavaspiker the steel dagger (25-32 power, 6 apr) Lavaspiker the steel dagger (25-32 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 50% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 5% chance to reduce strength, dexterity, and constitution by 25 Damage (Melee): +7 blight When wielded/worn: Changes resistances: +6% fire Maximum hate: +6.00 Maximum psi: +20.00 Sharp, short and deadly. |
penetrating yew longbow of cold penetrating yew longbow of coldRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 Damage (Ranged): +15 cold When wielded/worn: Changes resistances penetration: +17% physical Changes damage: +17% cold Longbows are used to shoot arrows at your foes. |
Huryldir (14-20 power, 3 apr) Huryldir (14-20 power, 3 apr)Requires: - Magic 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +25 (+6 eff.) Armour penetration: +13 Physical crit. chance: +8.0% Changes resistances: +9% fire Critical mult.: +29.00% Sharp, long, and deadly. |
Airqueen the dwarven-steel mace (28-40 power, 4 apr) Airqueen the dwarven-steel mace (28-40 power, 4 apr)Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 28.5 - 39.9 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +8 (+2 eff.) Damage when hit (Melee): 6 lightning Changes resistances: +15% darkness Physical save: +6 (+3 eff.) Disarm immunity: +28% Pinning immunity: +20% Life regen: +4.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Blunt and deadly. |
Brenyldil (13-18 power, 3 apr) Brenyldil (13-18 power, 3 apr)Requires: - Magic 16 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +5 light Damage against: +8% Undead When wielded/worn: Physical crit. chance: +6.0% Changes stats: +5 Con / +7 Wil Mana each turn: +0.08 Maximum life: +10.00 Spellpower: +15 (+5 eff.) Damage Shield penetration: +10% Blunt and deadly. |
Adyyaminn the Blastpython Adyyaminn the BlastpythonRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 4 Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 Damage (Ranged): +17 lightning Damage (radius 2) on crit: +4 mind When wielded/worn: Changes stats: +15 Str / +14 Dex / +14 Mag / +15 Wil / +17 Cun / +15 Con Changes resistances penetration: +10% lightning Changes damage: +24% lightning / +21% mind Slings are used to hurl stones or metal shots at your foes. |
Galeblur the dragonbone starstaff (44-53 power, 6 apr, physical element) Galeblur the dragonbone starstaff (44-53 power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 44.0 - 52.8 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 resistances: +12% darkness / +9% temporal Changes resistances penetration: +10% lightning Changes damage: +9% blight / +44% physical Talent granted: +1 Command Staff Spellpower: +23 (+8 eff.) Spell crit. chance: +5% Defense after a teleport: +18 Resist all after a teleport: +25% New effects duration reduction after a teleport: +22% Staves designed for wielders of magic, by the greats of the art. |
Siloda the Cystwrecker (25-30 power, 5 apr, fire element) Siloda the Cystwrecker (25-30 power, 5 apr, fire 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. Base power: 25.0 - 30.0 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: Damage when hit (Melee): 2 nature Changes stats: +2 Cun Changes resistances: +13% temporal / +13% darkness / +12% nature Changes damage: +25% fire Talent granted: +1 Command Staff Critical mult.: +28.00% Mana each turn: +0.33 Maximum psi: +10.00 Spellpower: +24 (+8 eff.) Spell crit. chance: +13% Defense after a teleport: +13 Resist all after a teleport: +9% New effects duration reduction after a teleport: +14% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
Eilinalaith the linen cloak (1 def, 2 armour) Eilinalaith the linen cloak (1 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +1 Dex Physical save: +12 (+6 eff.) Mental save: +9 (+4 eff.) Stun/Freeze immunity: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Blastpower' (2 def, 18 armour) cashmere cloak 'Blastpower' (2 def, 18 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical power: +25 (+9 eff.) Armour: +18 Defense: +2 (+0 eff.) Damage when hit (Melee): 4 physical Changes stats: +4 Dex Changes resistances: +12% lightning / +16% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Madin (15 def, 6 armour) Madin (15 def, 6 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Physical power: +8 (+3 eff.) Armour: +6 Defense: +15 (+3 eff.) Changes stats: +4 Str Changes resistances: +6% acid / +15% temporal Changes resistances penetration: +15% physical When used to modify unarmed attacks: Base power: 20.5 - 22.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Emelutha (0 def, 3 armour) Emelutha (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Cun / +3 Wil Changes resistances: +3% darkness / +5% arcane Changes resistances penetration: +20% physical Only die when reaching: -60.00 life Mindpower: +4 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 agate 3 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. |
225 alchemist agate 225 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. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
2 aquamarine 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. |
opal 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. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Ce'Neriavea (dig speed 6 turns) Ce'Neriavea (dig speed 6 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +4 Physical power: +12 (+4 eff.) Changes stats: +2 Str / +2 Dex Changes resistances: +7% darkness / +7% fire Critical mult.: +21.00% Spellpower: +25 (+8 eff.) Spell crit. chance: +2% Movement speed: +10% 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. |
2 emerald 2 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. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Hanufang the Dourquake Hanufang the DourquakeInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 16% Changes resistances: +3% blight Physical save: +6 (+3 eff.) Stun/Freeze immunity: +10% Light radius: +3 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. |
Shard of Crystalized Time Shard of Crystalized TimePowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +4 Wil / +2 Con Changes damage: +7% temporal Reduces paradox anomalies(equivalent to willpower): +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
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. |
garnet 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) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
dwarven-steel torque of psionic shield [power 69] (25 cooldown) dwarven-steel torque of psionic shield [power 69] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all damage taken by 69 for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
2 amethyst 2 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. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Hydra Argynum the Cornac Temporal Warden level 19
16th Haze 122nd year of Ascendancy at 04:00 see stats
By Hydra Argynum the Cornac Temporal Warden level 21
46th Haze 122nd year of Ascendancy at 16:17 see stats
By Hydra Argynum the Cornac Temporal Warden level 21
46th Haze 122nd year of Ascendancy at 09:58 see stats
By Hydra Argynum the Cornac Temporal Warden level 10
10th Flare 122nd year of Ascendancy at 23:19 see stats
By Hydra Argynum the Cornac Temporal Warden level 20
17th Haze 122nd year of Ascendancy at 13:52 see stats
By Hydra Argynum the Cornac Temporal Warden level 22
52nd Haze 122nd year of Ascendancy at 20:54 see stats
By Hydra Argynum the Cornac Temporal Warden level 6
1st Mirth 122nd year of Ascendancy at 03:04 see stats
By Hydra Argynum the Cornac Temporal Warden level 9
6th Mirth 122nd year of Ascendancy at 19:58 see stats
By Hydra Argynum the Cornac Temporal Warden level 17
72nd Dusk 122nd year of Ascendancy at 11:57 see stats
By Hydra Argynum the Cornac Temporal Warden level 5
78th Pyre 122nd year of Ascendancy at 10:58 see stats
Log
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
There is a Entrance to the Scintillating Caves here (press '' or right click to use).
Today is the 77th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:40.
Saving done.
Today is the 78th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:38.
Today is the 79th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:13.
Today is the 80th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:23.
Today is the 1st Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:35.
Today is the 2nd Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:58.
Today is the 3rd Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:08.
Today is the 4th Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:31.
There is a Last Hope (Town) here (press '' or right click to use).
Today is the 5th Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:43.
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
Hydra Argynum switches his weapons to: Ashvalor
Kindlerage the steel dagger.