Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.3 |
| Addons | 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Everything is Unique! 1.2.3Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.2.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Improved player targetting 1.2.0Player's targetting improvements. More Taints 1.2.3Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black New Gem Types 1.2.1Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Utility Supplies 1.1.0Adds useful items to the game. Currently supported:
[NOTE: Due to a game bug involving the transmogrification chest and activatable objects, we recommend that users of this addon also use the Activatable Object Cleanup addon.] Arcanum Class Pack 1.2.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Extra Dungeons 1.2.3In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Vault Hax 1.2.2Experimental addon. ZOmnibus Addon Pack 1.2.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Beholder (Continuation) 1.1.5Adds Beholders as a playable race. Created by ajfluffy (design, code and conception) and rexorcorum (ideas and artwork), this addon is now being maintained by Nagyhal under the guidance of rexorcorum in ajfluffy's absence. Edit: Had to change the addon's short_name, and so v1.0.6's automatic upload helpfully made us a completely new addon page. Of course it's all on Steam, which is beautiful (thank you DG!), but I'm hoping we can merge the older versions into this thread. We'll look at it tomorrow. Edit of the edit: In the meantime, players who have fallen afoul of my clumsy Flame Laser bug are encouraged to upgrade to v5.9.2 for compatibility reasons. Have fun and happy facemelting! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Beholder |
| Class | Mage Eye |
| Level / Exp | 50 / 396% |
| Size | medium |
| Lifes / Deaths | Killed by Zubikira the Neverdead at level 50 on the 8th Dusk 124th year of Ascendancy at 21:16 / 2Killed by shadow at level 50 on the 9th Dusk 124th year of Ascendancy at 00:57 |
Primary Stats
| Strength | 48 (base 18) |
| Dexterity | 29 (base 10) |
| Constitution | 50 (base 33) |
| Magic | 103 (base 60) |
| Willpower | 106 (base 60) |
| Cunning | 104 (base 60) |
Resources
| Life | -260/1837 |
| Mana | 285/681 |
| Stamina | 487/487 |
| Psi | 196/196 |
| Healing Factor | 0.73 |
| Regeneration | 3.6865 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +15% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 10 |
| See Stealth | 19.885759584022 |
| See Invisible | 46.218091005211 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 99 |
| Accuracy | 24 |
| Crit Chance | 33% |
| APR | 25 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 91.895583779916 |
| Crit Chance | 61% |
| Speed | 1 |
Offense: Mind
| Mindpower | 68.7 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Damage Bonus
| All | +2% |
Defense: Base
| Armour (hardiness) | 41 (75%) |
| Defense | 0 |
| Ranged Defense | 2 |
| Fatigue | 0 |
| Physical Save | 68.823806743788 |
| Spell Save | 65.536306743787 |
| Mental Save | 54.5 |
Defense: Resistances
| All | + 33%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 47% |
| Poison Resistance | 20% |
| Blind Resistance | 80% |
| Silence Resistance | 15% |
| Teleport Resistance | 100% |
| Pinning Resistance | 25% |
| Disarm Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 882% over 10 turns and instantly restoring 44 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 615 damage for 5 turns. The effect will scale with your magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 432 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Fire-eye | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Lightning-eye | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Spell / Enchanted trinkets | 0.80 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Spell / Tri-beam | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Spell / Frost-eye | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Central-eye | 0.70 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death-eye | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Tentacle-combat | 0.80 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Race / Beholder | 1.10 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Spell / Divination | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Aegis | 1.40 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Lightning Mastery |
| talent | Extraplanar Origin |
| talent | Chant of Fortitude |
| talent | Keen Senses |
| talent | Arcane Shield |
| talent | Death Mastery |
| talent | Cloak of Deception |
| talent | Use Tentacles |
| talent | Premonition |
| talent | Shielding |
| detrimental effect | The target is on fire, taking 60.48 fire damage per turn. Burning |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| beneficial effect | You have an arcane eye observing for you in a radius of 5. Arcane Eye |
| detrimental effect | Your central eye is drained and unusable for 15 more turns. Drained Central EyeWhile drained your magical abilities are boosted, granting a spellpower increase of 21. |
| detrimental effect | Your body is cauterizing, burning for 0.91 damage each turn. Cauterize |
| beneficial effect | Reduces fire damage received by 23%. Premonition Shield |
| beneficial effect | The target is out of phase with reality, increasing defense by 15, resist all by 15%, and the duration of all timed effects by 0%. Out of Phase |
| detrimental effect | Vulnerable to deadly counterstrikes. Next melee attack will inflict double damage. Counterstrike |
| beneficial effect | The target is recovering 31 life each turn. Recovery |
| beneficial effect | The mana surge engulfs the target, regenerating 8.91 mana per turn. Surging mana |
| beneficial effect | The target's spellpower has been increased by 12. Spellsurge |
| detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Your colony has sent you on a mission to investigate a recently detected burst of magical energy in this area of space. Crash LandingYou unfortunately have crash landed on this planet and need to regain your powers by draining magical items. Current growth points: 20.00. You have acquired all the magical power you need. Current form bonuses: +4 life rating(retroactive), +40% armor hardiness, +12 armor, +80% blindness resistance, underwater breathing, +35% movement speed. +Levitation and avoid pressure traps. +2 class points. Deathray and Tribeam trees available. | active |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)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 Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by Layunor the orc necromancer. Escort: lost warrior (level 2 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Strength by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Scintillating Caves. Escort: temporal explorer (level 3 of Scintillating Caves)As a reward you improved Magic by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 7 of Dreadfell. Escort: temporal explorer (level 7 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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. | failed |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1083. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. Agrimley the hermit has completed an elixir of focus without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Tool | The Bladed Rift The Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +5% physical / +10% temporal Spellpower: +10 Mindpower: +10 This item does not take a turn to use. Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 1.0 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animate blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
| On fingers | steel ring 'Glareransom' steel ring 'Glareransom'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +4 Mag / +5 Wil / +9 Cun Changes resistances: +5% arcane Physical save: +8 Spell save: +8 Mental save: +8 Spellpower: +6 Mindpower: +5 Light radius: +1 Rings can have magical properties. |
| On fingers | Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| On fingers | Layarin LayarinInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +12 Defense: +2 Ranged Defense: +2 Effects on melee hit: * 18% chance to cause random insanity Damage (Melee): 17 bleed Effects on ranged hit: * 15% chance to cause random insanity Damage (Ranged): 17 bleed Damage when hit (Melee): 4 blight Changes stats: +7 Cun / +6 Str Changes resistances: +9% nature / +9% blight Reduces incoming crit damage: 5.00% Poison immunity: +20% Disease immunity: +28% Stun/Freeze immunity: +15% Knockback immunity: +10% Hate when firing a critical mind attack: +3.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
| On fingers | Isyrewen the stralite ring Isyrewen the stralite ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +11 Changes resistances: +9% light Physical save: +9 Mental save: +13 Silence immunity: +15% Disarm immunity: +10% Confusion immunity: +37% Stun/Freeze immunity: +40% Life regen: +2.70 Spellpower: +11 Mindpower: +13 Rings can have magical properties. |
| On fingers | stralite ring 'Gloompierce' stralite ring 'Gloompierce'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Changes stats: +5 Cun / +6 Wil Changes resistances: +6% darkness Changes resistances penetration: +5% lightning / +15% darkness Physical save: +13 Spell save: +6 Mental save: +12 Stun/Freeze immunity: +32% Life regen: +3.20 Mindpower: +7 Rings can have magical properties. |
| On fingers | Exiler ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +10% physical / +15% temporal Talent mastery: +0.20 Chronomancy / Time Travel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 Reduces paradox failures(equivalent to willpower): +20 Talent on hit(spell): Rethread (10% chance level 2). It can be used to deal temporal damage to summons, and if they survive, remove them from time, costing 32 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
| On fingers | voratun ring 'Lightstinger' voratun ring 'Lightstinger'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 Fatigue: -8% Effects on melee hit: * 15% chance to blind Changes stats: +10 Str / +7 Con Changes resistances: +22% acid / +12% light / +25% fire / +20% lightning / +25% cold Changes damage: +3% nature Maximum encumbrance: +33 Light radius: +3 Rings can have magical properties. |
| On fingers | Ragaldil the stralite ring Ragaldil the stralite ringInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -6% Effects on melee hit: * 15% chance to corrode armor Changes stats: +6 Con Changes resistances: +5% arcane Changes damage: +3% arcane / +3% acid Maximum encumbrance: +26 Physical save: +12 Life regen: +0.90 Maximum life: +59.00 Healing mod.: +23% Rings can have magical properties. |
| Around neck | Mardastir MardastirPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +6 Armour penetration: +6 Physical crit. chance: +4.0% Damage when hit (Melee): 8 arcane Changes stats: +3 Mag Changes resistances: +5% arcane Changes damage: +6% lightning / +7% acid / +9% arcane / +8% blight / +16% fire / +3% mind / +4% cold Critical mult.: +28.00% Spellpower: +13 Spell crit. chance: +5% Amulets can have magical properties. |
| In main hand | Rod of Sarrilon (manasurge rune) (30-36 power, 4 apr, physical element) Rod of Sarrilon (manasurge rune) (30-36 power, 4 apr, physical element)Requires: - Magic 48 Powered by arcane forces Powered by unknown forces Enchantment: Runes 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 150% Mag Damage type: Temporal Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +8 Mag / +7 Wil Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.20 Chronomancy / Timeline Threading +0.20 Spell / Temporal +0.20 Chronomancy / Time Travel +0.20 Chronomancy / Paradox Talents cooldown: Body Reversion (-2 turns) Temporal Reprieve (-10 turns) Paradox Clone (-7 turns) Gravity Well (-6 turns) Temporal Clone (-5 turns) Teleport immunity: +100% Spellpower: +48 Spell crit. chance: +15% Reduces paradox failures(equivalent to willpower): +50 It can be used to activate rune, costing 29 power out of 29/29. A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
| Light source | Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 5, doing 47.76 cold damage and 54.97 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interracts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
| On head | Unroyazor the voratun helm (6 def, 12 armour) Unroyazor the voratun helm (6 def, 12 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +12 Defense: +6 Fatigue: +5% Changes stats: +4 Dex / +6 Wil / +8 Cun Changes resistances: +5% all Physical save: +12 Mana each turn: +0.16 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +20.00 Spellpower: +2 Mindpower: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Inventory
healing infusion of the psychic (heal 286) healing infusion of the psychic (heal 286)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 286 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 420 over 5 turns) regeneration infusion of the psychic (heal 420 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 420 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the psychic (rad 6; power 147; turns 5; dispells darkness) sun infusion of the psychic (rad 6; power 147; turns 5; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 74). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 147) for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. wild infusion (resist 22%; cure physical)wild infusion (resist 22%; cure physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 22% for 6 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 27%; cure physical) wild infusion of the wizard (resist 27%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 27% for 5 turns. 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 ability. |
Infusion of Wild Growth (Rad 5 for 10 turns) Infusion of Wild Growth (Rad 5 for 10 turns)Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place and dealing 104.64 physical damage and 180.12 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (752% speed; 8 turns) movement infusion of the wizard (752% speed; 8 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 752% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 ability. |
29 infusion patches of clearing 29 infusion patches of clearingInfused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 1 It can be used to cure yourself of detrimental effects. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
5 infusion patches of light healing 5 infusion patches of light healingInfused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 1 It can be used to heal yourself for 100 life. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
6 infusion patches of lesser healing 6 infusion patches of lesser healingInfused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 2 It can be used to heal yourself for 200 life. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
16 infusion patches of healing 16 infusion patches of healingInfused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 3 It can be used to heal yourself for 300 life. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
6 infusion patches of lesser speed 6 infusion patches of lesser speedInfused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 3 It can be used to increase global speed by 20% for 5 turns. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
8 infusion patches of extra healing 8 infusion patches of extra healingInfused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 4 It can be used to heal yourself for 400 life. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
6 infusion patches of speed 6 infusion patches of speedInfused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 4 It can be used to increase global speed by 35% for 5 turns. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
2 infusion patches of greater healing 2 infusion patches of greater healingInfused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 5 It can be used to heal yourself for 500 life. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
5 infusion patches of greater speed 5 infusion patches of greater speedInfused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 5 It can be used to increase global speed by 50% for 5 turns. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
magic missile rune of the wizard (309 arcane damage) magic missile rune of the wizard (309 arcane damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 21 Travel Speed: 600% of base Usage Speed: 1 turn Is: a spell Description: Fires a Magic Missile that does 309 arcane damage and inflicts Spellshocked for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the wizard (334 fire damage) heat beam rune of the wizard (334 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 334.41 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. teleportation rune (range 66)teleportation rune (range 66) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 66 with a minimum range of 15. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the wizard (range 131) teleportation rune of the wizard (range 131)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 131 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
enchantment rune of the wizard (+20 for 12 turns) enchantment rune of the wizard (+20 for 12 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to enchant your weapons and armour for 12 turns. This enchantment increases your accuracy and armour by 20 and adds 25 arcane damage to all your hits. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
2 scrolls of phase door 2 scrolls of phase doorPowered by arcane forces 0.10 Encumbrance. Type: scroll / scroll ; tier 1 It can be used to teleport randomly in a range of 15, with a minimum range of 3. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
13 scrolls of teleportation 13 scrolls of teleportationPowered by arcane forces 0.10 Encumbrance. Type: scroll / scroll ; tier 2 It can be used to teleport randomly in a range of 40, with a minimum range of 15. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
29 scrolls of controlled phase door 29 scrolls of controlled phase doorPowered by arcane forces 0.10 Encumbrance. Type: scroll / scroll ; tier 4 It can be used to teleport in a semi-controlled fashion in a range of 10. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
steel amulet 'Brightbiter' steel amulet 'Brightbiter'Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +2 Changes stats: +1 Str / +2 Dex Changes resistances: +17% light / +10% darkness / +12% mind Blindness immunity: +37% Confusion immunity: +23% Infravision radius: +3 Sight radius: +2 See invisible: +7 Amulets can have magical properties. |
Anyhek AnyhekInfused by nature Infused by arcane disrupting forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +11 Defense: +10 Changes stats: +13 Lck / +3 Wil Changes resistances: +12% blight / +2% physical / +15% nature / +6% mind Physical save: +20 Mental save: +9 Poison immunity: +28% Disease immunity: +31% Cut immunity: +15% Confusion immunity: +13% Stun/Freeze immunity: +5% Mindpower: +15 Reduce all damage from unseen attackers: 15% Amulets can have magical properties. |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 Blindness immunity: +100% Spellpower: +5 See invisible: +10 It can be used to summon an elder vampire to your side, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Shard of Insanity Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 Confusion immunity: -100% Mindpower: +8 It can be used to activate talent Inner Demons (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 22% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
Siluletha SilulethaInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +7 Damage when hit (Melee): 8 blight Changes resistances: +22% light / +16% darkness Changes resistances penetration: +10% blight Changes damage: +6% blight / +6% physical / +9% arcane Talent masteries: +0.28 Corruption / Hexes +0.28 Technique / Combat training Blindness immunity: +31% Combat speed: +10% Amulets can have magical properties. |
Pendant of the Sun and Moons Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 Spell crit. chance: +5% All your damage is converted and split into light and darkness. It can be used to activate talent Circle of Sanctity (costing 30 power out of 60/60) : Effective talent level: 3.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Unflinching Eye Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 It can be used to activate talent Arcane Eye (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Frost Lord's Chain Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Garkul's Teeth Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Two-handed maiming +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed weapons Physical save: +18 Mental save: +18 Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 4.0 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 213.87 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
voratun amulet 'Fogworm' voratun amulet 'Fogworm'Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Changes stats: +23 Mag Changes resistances: +9% darkness Changes resistances penetration: +10% darkness / +5% acid Changes damage: +10% acid / +7% fire / +6% lightning / +7% cold Spellpower: +5 Spell crit. chance: +5% Amulets can have magical properties. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
pixie's steel ring of tenacity pixie's steel ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Cun / +4 Mag Disarm immunity: +22% Pinning immunity: +24% Knockback immunity: +20% Maximum life: +24.00 Spellpower: +7 Rings can have magical properties. |
Muroddaleg MuroddalegInfused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +2 Ranged Defense: +2 Changes stats: +5 Wil Changes resistances: +16% blight / +16% nature / +5% arcane Physical save: +6 Mental save: +10 Poison immunity: +25% Disease immunity: +29% Cut immunity: +5% Teleport immunity: +10% Rings can have magical properties. |
Dazzleguile DazzleguileInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 Armour penetration: +10 Physical power: +4 Defense: +12 Effects on melee hit: * 17% chance to cause random insanity Damage (Melee): 13 bleed Effects on ranged hit: * 14% chance to cause random insanity Damage (Ranged): 9 bleed Damage when hit (Melee): 4 light / 4 temporal Changes stats: +8 Cun / +2 Con Changes resistances: +10% nature / +7% blight Poison immunity: +26% Disease immunity: +14% Hate when firing a critical mind attack: +2.00 Maximum stamina: +10.00 Maximum hate: +9.00 Activating this item is instant. It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
stralite ring 'Unrevor' stralite ring 'Unrevor'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +8 Changes stats: +2 Str / +1 Dex / +1 Mag / +4 Cun / +1 Con Changes resistances: +24% lightning Changes resistances penetration: +10% temporal Changes damage: +12% lightning Physical save: +10 Spell save: +10 Mental save: +10 Rings can have magical properties. |
Mnemonic MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. This talent takes no time to use. As long as you wear this ring, you will never forget who you are. |
Nihad NihadPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 Armour penetration: +15 Defense: +14 Changes stats: +7 Wil / +7 Mag Stun/Freeze immunity: +47% Life regen: +3.70 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +15 Damage Shield penetration: +40% Activating this item is instant. 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 away 4 grids from your target. Rings can have magical properties. |
Ring of Command (fire opal) Ring of Command (fire opal)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Armour: +11 Changes stats: +3 Mag / +3 Wil Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% It can be used to Socket Gem, costing 25 power out of 25/25. Using the remains of your escape pod, you fashioned this simple band. A gem could be placed within to enhance its properties. |
voratun ring 'Silanne' voratun ring 'Silanne'Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +30 Armour penetration: +13 Defense: +52 Changes stats: +19 Cun / +9 Dex Changes resistances: +3% physical Physical save: +20 Spell save: +9 Only die when reaching: -20.00 life Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Activating this item is instant. 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 away 4 grids from your target. Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. inquisitor's steel dagger of projection (13.5-17.55 power, 6 apr)inquisitor's steel dagger of projection (13.5-17.55 power, 6 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 13.5 - 17.6 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 12 arcane resource burn On weapon crit: * burns latent spell energy Damage (Melee): +8 mind It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. voratun dagger 'Samemador' (39-50.7 power, 9 apr)voratun dagger 'Samemador' (39-50.7 power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Damage Shield penetration (this weapon only): +10% Damage (Melee): +10 darkness Damage against: +11% Living When wielded/worn: Accuracy: +18 Defense: +7 Fatigue: -4% Changes resistances: +9% darkness / +7% all Changes resistances penetration: +12% nature Critical mult.: +6.00% Poison immunity: +15% Silence immunity: +10% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. acidic iron mace (14-19.6 power, 2 apr)acidic iron mace (14-19.6 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +7 acid Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Velibeth the voratun mace (55-77 power, 6 apr)Velibeth the voratun mace (55-77 power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 55.0 - 77.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 22 arcane resource burn On weapon crit: * burns latent spell energy When wielded/worn: Accuracy: +12 Armour: +2 Changes stats: +6 Str Changes resistances: +3% cold / +6% nature / +15% darkness Changes damage: +11% physical Stamina when hit: +2.10 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. voratun mace of crippling (45-63 power, 6 apr)voratun mace of crippling (45-63 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 45.0 - 63.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +10.0% Blunt and deadly. |
Mana Rift (25.5-33.15 power, 9 apr) Mana Rift (25.5-33.15 power, 9 apr)Requires: - Magic 38 - Dexterity 38 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / ritual blade ; tier 5 Base power: 25.5 - 33.1 Uses stats: 45% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +15% arcane / +15% lightning Changes damage: +30% arcane / +30% lightning Talent cooldown: Arc Rift (-6 turns) Critical mult.: +50.00% Mana each turn: +5.00 Spellpower: +15 Spell crit. chance: +15% More of a rift to the aether than a physical blade. You fear the power that pours through might overwhelm you. |
Afterlife (Rune of the Rift) (40-48 power, 12 apr, light element) Afterlife (Rune of the Rift) (40-48 power, 12 apr, light element)Requires: - Magic 40 Powered by arcane forces Enchantment: Runes 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 40.0 - 48.0 Uses stat: 130% Mag Damage type: Light Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +12 Attack speed: 100% Damage against: +25% Undead When wielded/worn: Changes resistances penetration: +10% lightning / +10% cold Changes damage: +25% lightning / +25% cold / +25% light / +25% darkness Reduced damage from: +25% Undead Talent mastery: +0.20 Spell / Necrosis Spellpower: +36 Spell crit. chance: +10% It can be used to activate rune, costing 14 power out of 14/14. Pure white bone fashioned into a staff. A grinning skull sits on the top, grinning. |
Aerolenarilin the dragonbone magestaff (30-36 power, 6 apr, lightning element) Aerolenarilin the dragonbone magestaff (30-36 power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +6 Armour Hardiness: +9% Damage when hit (Melee): 8 blight Changes stats: +2 Mag Changes damage: +30% lightning Talent granted: +1 Command Staff Physical save: +10 Mana each turn: +0.75 Maximum mana: +145.00 Spellpower: +17 Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
Crystalline Dragonbone magestaff (37.5-45 power, 6 apr, fire element) Crystalline Dragonbone magestaff (37.5-45 power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. It is part of a set of items. Base power: 37.5 - 45.0 Uses stat: 80% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical power: +12 Changes stats: +3 Wil / +3 Con Changes damage: +30% arcane / +30% blight Talent mastery: +0.20 Spell / Blight Spellpower: +27 Spell crit. chance: +5% It can be used to recover the Crystal Focus (destroys this weapon), costing 1 power out of 1/1. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. bloodlich's dragonbone starstaff of wizardry (30-36 power, 6 apr, temporal element)bloodlich's dragonbone starstaff of wizardry (30-36 power, 6 apr, temporal element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +7 Mag / +3 Wil / +6 Cun / +7 Con Changes damage: +30% temporal Talent granted: +1 Command Staff Critical mult.: +16.00% Vim when firing critical spell: +6.00 Maximum mana: +59.00 Maximum vim: +37.00 Maximum neg.energy: +30.00 Spellpower: +25 Spell crit. chance: +5% Maximum negative energy: +30.00 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. lifebinding dragonbone magestaff of fate (30-36 power, 6 apr, arcane element)lifebinding dragonbone magestaff of fate (30-36 power, 6 apr, arcane element) Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Con Changes damage: +30% arcane Talent granted: +1 Command Staff Physical save: +10 Spell save: +8 Mental save: +11 Life regen: +1.90 Spellpower: +20 Spell crit. chance: +11% Healing mod.: +17% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. surging dragonbone vilestaff of breaching (30-36 power, 6 apr, darkness element)surging dragonbone vilestaff of breaching (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +15% darkness Changes damage: +30% darkness Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +15 Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. dragonbone longbow of naturedragonbone longbow of nature Requires: - Dexterity 48 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +21 nature When wielded/worn: Changes resistances: +7% all Changes resistances penetration: +13% nature Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. blazing quiver of dragonbone arrows of persecution (20/20, 53-74.2 power, 18 apr)blazing quiver of dragonbone arrows of persecution (20/20, 53-74.2 power, 18 apr) Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 53.0 - 74.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 20 On weapon hit: * disrupts spell-casting Damage (Ranged): +29 fire Burst (radius 2) on crit: +8 fire Damage against: +19% Unnatural Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. sentry's quiver of dragonbone arrows (55/55, 62.5-87.5 power, 26 apr)sentry's quiver of dragonbone arrows (55/55, 62.5-87.5 power, 26 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 62.5 - 87.5 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +26 Physical crit. chance: +3.0% Capacity: 55 Turns elapse between self-loadings: 4 Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. inquisitor's pouch of dwarven-steel shots of annihilation (18/18, 37-44.4 power, 8 apr)inquisitor's pouch of dwarven-steel shots of annihilation (18/18, 37-44.4 power, 8 apr) Requires: - Dexterity 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 37.0 - 44.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +11.0% Capacity: 18 On weapon crit: * burns latent spell energy Travel speed: +200% Damage (Ranged): +15 manaburn arcane Shots are used with slings to pummel your foes to death. |
Crystalline Silk robe (8.5 def, 5.1 armour) Crystalline Silk robe (8.5 def, 5.1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. When wielded/worn: Armour: +5 Defense: +8 Changes stats: +8 Mag / +8 Con / +12 Lck Changes resistances: +35% arcane / +15% physical Physical save: +25 Spell save: +35 Poison immunity: +60% Disease immunity: +60% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. dispeller's elven-silk robe (5 def, 0 armour)dispeller's elven-silk robe (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes resistances: +9% lightning / +9% darkness / +9% blight / +9% fire / +12% light / +10% cold Physical save: +16 Spell save: +36 Mental save: +15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. fearwoven elven-silk robe of power (5 def, 0 armour)fearwoven elven-silk robe of power (5 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes resistances penetration: +7% darkness / +16% physical Changes damage: +16% physical / +18% darkness / +10% all Maximum hate: +8.00 Spellpower: +15 Mindpower: +7 Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. focusing elven-silk robe of life (5 def, 0 armour)focusing elven-silk robe of life (5 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes stats: +6 Wil / +7 Mag Changes resistances: +16% blight Life regen: +2.70 Mana each turn: +0.18 Psi each turn: +0.27 Maximum life: +51.00 Healing mod.: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. leafwalker's iron helm of the bounder (0 def, 3 armour)leafwalker's iron helm of the bounder (0 def, 3 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +6 Str / +6 Dex Changes resistances: +7% nature Spell save: +4 Maximum life: +52.00 Healing mod.: +12% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +4 Mag / +3 Wil Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 71.22 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)Requires: - Cunning 25 - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +4% Changes stats: +10 Wil / +3 Con Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 It can be used to activate talent Indomitable (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This talent takes no time to use. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Eye of the Forest (11 def, 0 armour) Eye of the Forest (11 def, 0 armour)Powered by arcane forces Infused by nature Enchantment: Light Armour 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +11 Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Spell save: +2 Mental save: +12 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: 2.0 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 8. 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. |
Hat of Arcane Understanding (5 def, 0 armour) Hat of Arcane Understanding (5 def, 0 armour)Powered by arcane forces Enchantment: Light Armour 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. When wielded/worn: Defense: +5 Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Spell save: +2 Mana each turn: +2.00 A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
The Face of Fear (11 def, 0 armour) The Face of Fear (11 def, 0 armour)Powered by arcane forces Powered by unknown forces Enchantment: Light Armour 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +11 Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Spell save: +2 Fear immunity: +60% Mindpower: +16 It can be used to activate talent Instill Fear (costing 18 power out of 45/45) : Effective talent level: 2.0 Power cost: 18 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 29% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 22%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. |
eldritch cashmere wizard hat of the Brotherhood (5 def, 0 armour) eldritch cashmere wizard hat of the Brotherhood (5 def, 0 armour)Powered by arcane forces Enchantment: Light Armour 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +5 Changes stats: +1 Con / +4 Mag Changes damage: +7% arcane Spell save: +2 Mana each turn: +0.80 Mana when hit: +1.00 Maximum mana: +55.00 Spellpower: +5 It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 15 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Crown of the Elements (0 def, 5 armour) Crown of the Elements (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 cold / 10 lightning Changes stats: +3 Wil / +5 Con Changes resistances: +15% acid / +15% fire / +15% lightning / +15% cold Changes damage: +8% acid / +8% fire / +8% lightning / +8% cold See invisible: +15 This jeweled crown shimmers with colors. |
elven-silk wizard hat (3 def, 0 armour) elven-silk wizard hat (3 def, 0 armour)2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. warlord's drakeskin leather cap of the depths (0 def, 5 armour)warlord's drakeskin leather cap of the depths (0 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +10 Armour: +5 Fatigue: +5% Changes stats: +4 Str / +5 Wil Changes resistances: +10% physical / +24% cold Allows you to breathe in: water Physical save: +13 A cap made of leather. |
voratun mail armour (5 def, 10 armour) voratun mail armour (5 def, 10 armour)Requires: - Strength 48 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 Fatigue: +16% A suit of armour made of mail. |
voratun plate armour (9 def, 16 armour) voratun plate armour (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 Fatigue: +26% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. corrosive voratun shield of acid resistance (+41%) (12 def, 3 armour, 203 block)corrosive voratun shield of acid resistance (+41%) (12 def, 3 armour, 203 block) Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 Ranged Defense: +12 Fatigue: +14% Effects when hit in melee: * 17% chance to corrode armor Changes stats: +2 Con Changes resistances: +41% acid Talent granted: +5 Block Handheld deflection devices. |
nuummite nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +10% When used to imbue an object: Stun/Freeze immunity: +10% Gems can be sold for money or used in arcane rituals. |
verdite verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
tiny geode tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
15 hematite 15 hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +15% When used to imbue an object: Stun/Freeze immunity: +15% Gems can be sold for money or used in arcane rituals. |
10 aquamarine 10 aquamarine0.00 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 Gems can be sold for money or used in arcane rituals. |
10 malachite 10 malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
11 carnelian 11 carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% Gems can be sold for money or used in arcane rituals. |
11 small geode 11 small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
12 amethyst 12 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% Gems can be sold for money or used in arcane rituals. |
7 zircon 7 zircon0.00 Encumbrance. Type: gem / white ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +2% all When used to imbue an object: Armour: +8 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / yellow ; 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% Gems can be sold for money or used in arcane rituals. |
10 onyx 10 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli 7 lapis lazuli0.00 Encumbrance. Type: gem / blue ; 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 Gems can be sold for money or used in arcane rituals. |
16 jade 16 jade0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
14 garnet 14 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used to imbue an object: Combat speed: +6% Casting speed: +6% Mental speed: +6% Gems can be sold for money or used in arcane rituals. |
12 geode 12 geode0.00 Encumbrance. Type: gem / stone ; tier 3 When wielded/worn: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% When used to imbue an object: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
12 sugilite 12 sugilite0.00 Encumbrance. Type: gem / violet ; tier 3 When wielded/worn: Changes resistances penetration: +6% all Critical mult.: +6.00% When used to imbue an object: Changes resistances penetration: +6% all Critical mult.: +6.00% Gems can be sold for money or used in arcane rituals. |
9 opal 9 opal0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +3% all When used to imbue an object: Armour: +12 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
13 tiger's eye 13 tiger's eye0.00 Encumbrance. Type: gem / yellow ; 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% Gems can be sold for money or used in arcane rituals. |
12 obsidian 12 obsidian0.00 Encumbrance. Type: gem / black ; tier 4 When wielded/worn: Stun/Freeze immunity: +45% When used to imbue an object: Stun/Freeze immunity: +45% Gems can be sold for money or used in arcane rituals. |
7 sapphire 7 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
10 turquoise 10 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
18 ruby 18 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Combat speed: +8% Casting speed: +8% Mental speed: +8% When used to imbue an object: Combat speed: +8% Casting speed: +8% Mental speed: +8% Gems can be sold for money or used in arcane rituals. |
5 large geode 5 large geode0.00 Encumbrance. Type: gem / stone ; tier 4 When wielded/worn: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% When used to imbue an object: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
13 kunzite 13 kunzite0.00 Encumbrance. Type: gem / violet ; tier 4 When wielded/worn: Changes resistances penetration: +8% all Critical mult.: +8.00% When used to imbue an object: Changes resistances penetration: +8% all Critical mult.: +8.00% Gems can be sold for money or used in arcane rituals. |
5 moonstone 5 moonstone0.00 Encumbrance. Type: gem / white ; tier 4 When wielded/worn: Armour: +16 Changes resistances: +4% all When used to imbue an object: Armour: +16 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
3 amber 3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
9 black pearl 9 black pearl0.00 Encumbrance. Type: gem / black ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Gems can be sold for money or used in arcane rituals. |
7 pearl 7 pearl0.00 Encumbrance. Type: gem / blue ; 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 Gems can be sold for money or used in arcane rituals. |
4 emerald 4 emerald0.00 Encumbrance. Type: gem / green ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 Gems can be sold for money or used in arcane rituals. |
4 bloodstone 4 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Combat speed: +10% Casting speed: +10% Mental speed: +10% When used to imbue an object: Combat speed: +10% Casting speed: +10% Mental speed: +10% Gems can be sold for money or used in arcane rituals. |
5 enormous geode 5 enormous geode0.00 Encumbrance. Type: gem / stone ; tier 5 When wielded/worn: Life regen: +2.50 Stamina each turn: +1.00 Mana each turn: +1.00 Psi each turn: +1.00 Healing mod.: +10% When used to imbue an object: Life regen: +2.50 Stamina each turn: +1.00 Mana each turn: +1.00 Psi each turn: +1.00 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
9 tanzanite 9 tanzanite0.00 Encumbrance. Type: gem / violet ; tier 5 When wielded/worn: Changes resistances penetration: +10% all Critical mult.: +10.00% When used to imbue an object: Changes resistances penetration: +10% all Critical mult.: +10.00% Gems can be sold for money or used in arcane rituals. |
5 diamond 5 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +22 Changes resistances: +5% all When used to imbue an object: Armour: +22 Changes resistances: +5% all Gems can be sold for money or used in arcane rituals. |
6 fire opal 6 fire opal0.00 Encumbrance. Type: gem / yellow ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Gems can be sold for money or used in arcane rituals. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When wielded/worn: Defense: +10 Changes resistances: +30% darkness Changes damage: +30% light Light radius: +3 When carried: Light radius: +1 It can be used to map surroundings, costing 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. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone appears faded with age. It appears to have once been the eye of a golem. |
Goedalath Rock Goedalath RockPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / demonic ; tier 5 When carried: Damage when hit (Melee): 34 healing Mental save: -18 Life regen: -2.00 Light radius: -2 Healing mod.: -50% When used to imbue an object: Physical power: +12 Damage when hit (Melee): 34 darkness Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 Infravision radius: +3 See invisible: +14 Healing mod.: +50% A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
173 alchemist agate 173 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. dreamer's brass lantern of the sundreamer's brass lantern of the sun Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +7% darkness Changes damage: +7% light Damage affinity(heal): +5% light Mental save: +6 Mindpower: +5 Mental crit. chance: +6% Light radius: +4 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 71.22 light damage within radius 3. The damage done will increase with your Spellpower. 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. |
Lamp of Illusion Lamp of IllusionPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Defense: +4 Ranged Defense: +4 Changes damage: +10% light Talent mastery: +0.10 Spell / Illusion Light radius: +2 Infravision radius: +2 This plain looking lamp is not what it seems. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind (remove a few detrimental mental effects), costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Spectral Cage Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 Light radius: +5 It can be used to release a will o' the wisp, costing 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light. The metal is icy cold to the touch. |
Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 Mindpower: +10 Light radius: +5 Absorbs all darkness in its light radius. It can be used to release the absorbed darkness, costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Dรบathedlen Heart Dรบathedlen HeartPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 Changes resistances: +30% light Changes resistances cap: +10% light Talent mastery: +0.10 Cunning / Stealth Light radius: -1000 Infravision radius: +6 It can be used to activate talent Blood Grasp (costing 10 power out of 15/15) : Effective talent level: 3.0 Power cost: 10 out of 15/15. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 294.39 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
This item will automatically be transmogrified when you leave the level. survivor's dwarven lantern of the zealotsurvivor's dwarven lantern of the zealot Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +3% all Physical save: +10 Spell save: +8 Light radius: +4 Healing mod.: +20% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
Mummified Egg-sac of Ungolรซ Mummified Egg-sac of UngolรซInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon spiders, costing 80 power out of 82/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
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. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 Sleep immunity: +100% Mindpower: +5 It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 16 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Eternity's Counter Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +15% temporal / +3% all Reduce damage by fixed amount: +0 all Changes damage: +15% temporal Movement speed: +4% Combat speed: -3% Casting speed: -3% Mental speed: -3% Offers either offensive or defensive benefits, depending on the position of the sands. It can be used to flip the hourglass, costing 20 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 Armour penetration: +12 Defense: +12 Changes stats: +10 Lck / +5 Cun Physical save: +10 Spell save: +10 Mental save: +10 See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 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. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to force some of your foe's infusions, runes or talents on cooldown, costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of fire, costing 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
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, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
rod of detect monster (1/1) rod of detect monster (1/1)Powered by unknown forces 2.00 Encumbrance. Type: charm / rod It can be used to detect monster in a radius of 25, costing 10 power out of 10/10. A curved rod of an unknown metal. The markings on it suggest an animal of some sort surrounded by eyes. |
rod of disarming (2/2) rod of disarming (2/2)Powered by unknown forces 2.00 Encumbrance. Type: charm / rod It can be used to disarm any known traps in a line, costing 50 power out of 100/100. A long rod of an unknown metal. The markings on it suggest a trap being blown apart by some great force. |
rod of trap detection (1/1) rod of trap detection (1/1)Powered by unknown forces 2.00 Encumbrance. Type: charm / rod It can be used to detect traps in a radius of 25, costing 10 power out of 10/10. A short rod of an unknown metal. The markings on it suggest a trap surrounded by eyes. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 102 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
Jettreason [power 60] (13 cooldown) Jettreason [power 60] (13 cooldown)Powered by arcane forces Infused by psionic forces Enchantment: Charm 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 4 When wielded/worn: Damage when hit (Melee): 12 darkness Changes stats: +1 Wil Changes resistances: +6% darkness Changes damage: +9% darkness Grants telepathy: Humanoid/Orc Talent cooldown: Telekinetic Blast (+10 turn) Talent granted: +6 Telekinetic Blast It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 60 for 7 turns, placing all other charms into a 13 cooldown. Torques are made by powerful psionics to store psionic powers. |
stralite torque of psychoportation 'Velimina' [power 54] (30 cooldown) stralite torque of psychoportation 'Velimina' [power 54] (30 cooldown)Powered by arcane forces Infused by psionic forces Enchantment: Charm 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +3 Mag Changes resistances: +3% lightning / +9% cold Talent cooldown: Silence (+5 turn) Talent granted: +3 Silence Disease immunity: +5% Stun/Freeze immunity: +5% Spellpower on spell critical (stacks up to 3 times): +2 It can be used to teleport randomly (rad 54), placing all other charms into a 30 cooldown. When used: 100% chance to regenerate 9 psi. Torques are made by powerful psionics to store psionic powers. |
dragonbone totem of cure ailments 'Hellmire' [power 4] (10 cooldown) dragonbone totem of cure ailments 'Hellmire' [power 4] (10 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 8 fire Changes resistances: +3% cold Changes damage: +24% fire Talent cooldown: Invoke Tentacle (+5 turn) Talents granted: +1 Invoke Tentacle +4 Rushing Claws +4 Lay Web It can be used to remove up to 4 poisons or diseases from the target, placing all other charms into a 10 cooldown. Natural totems are made by powerful wilders to store nature power. |
Lightbringer's Wand Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 Light radius: +2 It can be used to summon a shining orb, costing 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
Skyslicer the yew wand of conjuration [power 400] (15 cooldown) Skyslicer the yew wand of conjuration [power 400] (15 cooldown)Powered by arcane forces Enchantment: Charm 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to disease Changes resistances: +3% lightning Changes resistances penetration: +5% lightning Changes damage: +9% lightning / +9% blight Talent cooldown: Void Blast (+6 turn) Talent granted: +2 Void Blast It can be used to fire a bolt of a random element (dam 200-400), placing all other charms into a 15 cooldown. When used: 100% chance to regenerate 13 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Wand of Death Wand of DeathPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Changes resistances penetration: +10% blight / +10% cold / +10% darkness Talent mastery: +0.20 Spell / Animus Maximum souls: +3.00 It can be used to fires a death ray (darkness and cold damage that can instantly kill weakened enemies; damage scales with magic), costing 20 power out of 30/30. You can only see it because it is darker than its surroundings. It feels as cold as a grave. |
Bloombait the elven-wood wand of conjuration [power 416] (10 cooldown) Bloombait the elven-wood wand of conjuration [power 416] (10 cooldown)Powered by arcane forces Enchantment: Charm 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 4 When wielded/worn: Damage when hit (Melee): 4 nature / 8 arcane Changes resistances: +3% nature Changes resistances penetration: +10% nature Changes damage: +6% nature Talent cooldown: Void Blast (+6 turn) Talents granted: +3 Strike +4 Void Blast It can be used to fire a bolt of a random element (dam 208-416), placing all other charms into a 10 cooldown. When used: 100% chance to regenerate 8 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Griniromidig the Blindsage [power 269] (6 cooldown) Griniromidig the Blindsage [power 269] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 8 acid Changes resistances: +9% light Changes damage: +12% light Talent cooldown: Void Blast (+6 turn) Talents granted: +3 Volcano +4 Void Blast Light radius: +3 It can be used to creates a wall of flames lasting for 4 turns (dam 269 overall), placing all other charms into a 6 cooldown. When used: 100% chance to regenerate 12 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Void Shard Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Talent mastery: +0.20 Spell / Void Spellpower: +10 It can be used to release a burst of void energy, costing 20 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
This item will automatically be transmogrified when you leave the level. volcanic dragonbone wand of conjuration [power 391] (10 cooldown)volcanic dragonbone wand of conjuration [power 391] (10 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Talent granted: +5 Volcano It can be used to fire a bolt of a random element (dam 196-391), placing all other charms into a 10 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
This item will automatically be transmogrified when you leave the level. warded dragonbone wand of trap destruction [power 122] (15 cooldown)warded dragonbone wand of trap destruction [power 122] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Maximum wards: +4 lightning / +2 temporal / +4 blight / +3 fire / +4 cold Talent granted: +1 Ward It can be used to try to disarm traps in a line (disarm power 122), placing all other charms into a 15 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By Eye the Beholder Mage Eye level 36
34th Haze 123rd year of Ascendancy at 09:55 see stats
Against all odds (Roguelike)
Killed Ukruk in the ambush.By Eye the Beholder Mage Eye level 35
32nd Haze 123rd year of Ascendancy at 18:57 see stats
Anti-Antimagic! (Roguelike)
Destroyed the Ziguranth camp with your Rhaloren allies.By Eye the Beholder Mage Eye level 29
54th Regrowth 123rd year of Ascendancy at 02:34 see stats
Arachnophobia (Roguelike)
Destroyed the spydric menace.By Eye the Beholder Mage Eye level 39
45th Regrowth 124th year of Ascendancy at 05:56 see stats
Are you out of your mind?! (Roguelike)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Eye the Beholder Mage Eye level 49
3rd Flare 124th year of Ascendancy at 01:03 see stats
Bosslike (Roguelike)
Slain enough enemies to reac Boss rank.By Eye the Beholder Mage Eye level 49
3rd Flare 124th year of Ascendancy at 01:03 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By Eye the Beholder Mage Eye level 38
41st Regrowth 124th year of Ascendancy at 06:43 see stats
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Eye the Beholder Mage Eye level 14
27th Dusk 122nd year of Ascendancy at 19:52 see stats
Can you bear it? So much bearness! (Roguelike)
Killed Borius in the Bearscape.By Eye the Beholder Mage Eye level 27
30th Regrowth 123rd year of Ascendancy at 11:40 see stats
Clone War (Roguelike)
Destroyed your own Shade.By Eye the Beholder Mage Eye level 44
19th Pyre 124th year of Ascendancy at 21:27 see stats
Death of a False Hero (Roguelike)
Slain your first Heroic rank enemy.By Eye the Beholder Mage Eye level 25
6th Regrowth 123rd year of Ascendancy at 22:41 see stats
Death of a False Legend (Roguelike)
Slain your first Legend rank enemy.By Eye the Beholder Mage Eye level 32
20th Haze 123rd year of Ascendancy at 20:52 see stats
Death of the Endless (Roguelike)
Slain your first Immortal rank enemy.By Eye the Beholder Mage Eye level 35
30th Haze 123rd year of Ascendancy at 02:12 see stats
Destroyer of the creation (Roguelike)
Killed Slasul.By Eye the Beholder Mage Eye level 40
62nd Regrowth 124th year of Ascendancy at 21:48 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By Eye the Beholder Mage Eye level 38
38th Regrowth 124th year of Ascendancy at 13:53 see stats
Don't Poosh it! (Roguelike)
Killed Kelad in the lost land of Poosh.By Eye the Beholder Mage Eye level 26
18th Regrowth 123rd year of Ascendancy at 02:45 see stats
Dragon's Greed (Roguelike)
Amassed 8000 gold pieces.By Eye the Beholder Mage Eye level 39
44th Regrowth 124th year of Ascendancy at 19:11 see stats
Earth Master (Roguelike)
Killed Harkor'Zun and unlocked Stone magic.By Eye the Beholder Mage Eye level 24
2nd Allure 123rd year of Ascendancy at 06:09 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Eye the Beholder Mage Eye level 16
65th Dusk 122nd year of Ascendancy at 03:38 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Eye the Beholder Mage Eye level 24
1st Regrowth 123rd year of Ascendancy at 17:38 see stats
Fear me not! (Roguelike)
Survived the Fearscape!By Eye the Beholder Mage Eye level 28
47th Regrowth 123rd year of Ascendancy at 19:50 see stats
Flooder (Roguelike)
Defeated Ukllmswwik while doing his own quest.By Eye the Beholder Mage Eye level 41
63rd Regrowth 124th year of Ascendancy at 11:12 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Eye the Beholder Mage Eye level 15
32nd Dusk 122nd year of Ascendancy at 23:02 see stats
I cleared the room of death and all I got was this lousy achievement! (Roguelike)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Eye the Beholder Mage Eye level 50
3rd Flare 124th year of Ascendancy at 04:09 see stats
Level 10 (Roguelike)
Got a character to level 10.By Eye the Beholder Mage Eye level 10
1st Summertide 122nd year of Ascendancy at 18:24 see stats
Level 20 (Roguelike)
Got a character to level 20.By Eye the Beholder Mage Eye level 20
77th Haze 122nd year of Ascendancy at 11:23 see stats
Level 30 (Roguelike)
Got a character to level 30.By Eye the Beholder Mage Eye level 30
67th Pyre 123rd year of Ascendancy at 01:40 see stats
Level 40 (Roguelike)
Got a character to level 40.By Eye the Beholder Mage Eye level 40
60th Regrowth 124th year of Ascendancy at 14:34 see stats
Level 50 (Roguelike)
Got a character to level 50.By Eye the Beholder Mage Eye level 50
3rd Flare 124th year of Ascendancy at 01:03 see stats
One of a Kind (Roguelike)
Slain enough enemies to reach Unique rank.By Eye the Beholder Mage Eye level 32
20th Haze 123rd year of Ascendancy at 07:07 see stats
Oozemancer (Roguelike)
Destroyed the corrupted oozemancer.By Eye the Beholder Mage Eye level 36
56th Haze 123rd year of Ascendancy at 08:17 see stats
Orcrist (Roguelike)
Killed the leaders of the Orc Pride.By Eye the Beholder Mage Eye level 50
5th Flare 124th year of Ascendancy at 07:02 see stats
Race through fire (Roguelike)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Eye the Beholder Mage Eye level 47
39th Pyre 124th year of Ascendancy at 18:22 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Eye the Beholder Mage Eye level 16
65th Dusk 122nd year of Ascendancy at 21:12 see stats
Savior of the damsels in distress (Roguelike)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Eye the Beholder Mage Eye level 26
8th Regrowth 123rd year of Ascendancy at 23:22 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Eye the Beholder Mage Eye level 29
69th Regrowth 123rd year of Ascendancy at 00:02 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By Eye the Beholder Mage Eye level 38
38th Regrowth 124th year of Ascendancy at 16:10 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Eye the Beholder Mage Eye level 12
17th Dusk 122nd year of Ascendancy at 16:30 see stats
The Legend of Garkul (Roguelike)
Learned the five chapters of the Legend of Garkul.By Eye the Beholder Mage Eye level 50
8th Dusk 124th year of Ascendancy at 04:13 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Eye the Beholder Mage Eye level 29
29th Pyre 123rd year of Ascendancy at 23:09 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Eye the Beholder Mage Eye level 12
16th Dusk 122nd year of Ascendancy at 14:10 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Eye the Beholder Mage Eye level 29
29th Pyre 123rd year of Ascendancy at 06:21 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Eye the Beholder Mage Eye level 24
7th Allure 123rd year of Ascendancy at 01:01 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Eye the Beholder Mage Eye level 16
45th Dusk 122nd year of Ascendancy at 12:20 see stats
Unstoppable (Roguelike)
Returned from the dead.By Eye the Beholder Mage Eye level 50
8th Dusk 124th year of Ascendancy at 21:16 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Eye the Beholder Mage Eye level 35
30th Haze 123rd year of Ascendancy at 20:10 see stats
Log
Skeleton mage's spell attains critical power!
Eye is on fire!
Eye avoids 55 damage!
Zubikira the Neverdead's creeping dark strikes Eye in the darkness (+59% damage).
Skeleton mage hits Eye for 54 fire damage.
Zubikira the Neverdead's creeping dark hits Eye for 55 darkness damage.
Armoured skeleton warrior uses Block.
Eye avoids 9 damage!
Eye is wreathed in flames on the brink of death!
Eye receives 23 healing.
Burning from Skeleton mage hits Eye for 0 fire damage.
Eye casts Rune: Manasurge.
Eye starts to surge mana.
Eye performs a melee critical strike against Armoured skeleton warrior!
Armoured skeleton warrior is weakened by the darkness!
Armoured skeleton warrior is lost in despair!
Shadow casts Fade.
Shadow fades!
Armoured skeleton warrior hits Eye for 7 fire damage.
Eye hits Skeleton warrior for 173 lightning damage.
Eye hits Armoured skeleton warrior for (202 blocked), (71 shifted), 0 physical, (24 blocked), 0 physical, (3 blocked), 0 physical, 25 temporal, (25 blocked), 0 physical, 52 darkness, 199 lightning (276 total damage).
Eye hits Shadow for 0 lightning damage.
Eye avoids 26 damage!
Shadow casts Blindside.
Eye's spell attains critical power!
Saving done.
Saving done.
Saving game...
Eye's spell attains critical power!
