Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Tough Melinda 1.5.0This mod give 1000 more hp to Melinda and increase is regeneration of 100 (140 with modificator) Embers Races for Maj'Eyal Campaign (Last Hope Start) 1.5.5Add Embers Races To Main Campaign, and they start in Last Hope. This includes classes with unique starts (Archmage, Ashes classes, etc). Big thanks to Zeranamu for their addon "Embers Races for Maj'eyal Campaign"(https://te4.org/games/addons/tome/embersraces), and Mex for their addon "Mex's Start in Last Hope"(https://te4.org/games/addons/tome/mex-lasthopestart). All I did was look at Mex's addon to see what they did to make characters start in Last Hope, and made that change to Zeranamu's addon. Be sure to use only this addon, or Zeranamu's original version. You will probably be fine with both, just when testing and both active I had two entries for each Embers race on character creation. Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Female |
Race | Cornac |
Class | Possessor |
Level / Exp | 50 / 4235% |
Size | medium |
Lifes / Deaths | Killed by Elandar at level 50 on the 49th Regrowth 124th year of Ascendancy at 02:01 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 181.91 (base 63) |
Dexterity | 165.589 (base 35) |
Constitution | 53 (base 7) |
Magic | 111.472 (base 8) |
Willpower | 94 (base 62) |
Cunning | 125.365 (base 61) |
Resources
Equilibrium | 50 |
Steam | 100/100 |
Life | 5711/10489 |
Psi | 557/557 |
Paradox | 63 |
Stamina | 472/472 |
Healing Factor | 1.1892376681614 |
Regeneration | 4.5785650224214 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +50% |
Spell | 0% |
Global | +152.52699784017% |
Vision
Sight | 12 |
Lite | 5 |
Infravision | 10 |
See Stealth | 72.713992106595 |
See Invisible | 83.713992106595 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 304 |
Accuracy | 120 |
Crit Chance | 116% |
APR | 88 |
Speed | 1.00 |
Offense: Offhand
Damage | 150 |
Accuracy | 109 |
Crit Chance | 116% |
APR | 122 |
Speed | 1.00 |
Offense: Spell
Spellpower | 33.5 |
Crit Chance | 61% |
Speed | 1 |
Offense: Mind
Mindpower | 104 |
Crit Chance | 90% |
Speed | 1 |
Offense: Damage Bonus
Acid | +33% |
Blight | +33% |
Physical | +50% |
Cold | +28% |
All | +8% |
Darkness | +28% |
Light | +8% |
Mind | +14% |
Fire | +39% |
Nature | +43% |
Offense: Damage Penetration
Light | +46% |
Nature | +31% |
Physical | +116% |
Fire | +51% |
All | +31% |
Defense: Base
Armour (hardiness) | 72.042256513433 (39.466327827192%) |
Defense | 69 |
Ranged Defense | 69 |
Fatigue | 0 |
Physical Save | 93.04 |
Spell Save | 78.6 |
Mental Save | 71 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 70%( 70%) |
Physical | + 70%( 70%) |
Cold | + 70%( 70%) |
All | + 74%( 70%) |
Lightning | + 70%( 70%) |
Light | + 58%( 70%) |
Temporal | + 70%( 70%) |
Mind | + 70%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Silence Resistance | 9% |
Teleport Resistance | 90% |
Pinning Resistance | 100% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 73% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 31 for 9 turns. While Heroism is active, you will only die when reaching -1147 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1035 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 894% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 633 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
Psionic / Possession | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psionic menace | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.40 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Psionic / Deep horror | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Psionic / Battle psionics | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Psionic / Body snatcher | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Psionic / Psychic blows | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 4/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 3/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Ravenous mind | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.40 |
| 8/5 |
| 3/5 |
| 1/5 |
| 12/5 |
| 13/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Steamtech / Chemistry | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Psionic / Mentalism | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Force Shield |
talent | Channel Pain |
talent | Elemental Harmony |
talent | Psionic Disruption |
talent | Antimagic Shield |
detrimental effect | The more the target summons creatures the longer it will take to summon more (+90 turns). Summoning Destabilization |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+38% global speed). Clarity |
beneficial effect | Tuning Paradox at a rate of 20 per turn. Spacetime Tuning |
beneficial effect | You use the body of one of your fallen victims. You can not heal in this form. Assume Form |
beneficial effect | You gain 151% resistance against cold. Resolve |
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 |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Evasion (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 234. | 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. You have been shown a secret entrance to his stronghold. | 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 AlchemistsMarus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Ukllmswwik and killed Slasul. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within11 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
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
On feet | Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour) Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Physical save: +15 (+2 eff.) Pinning immunity: +125% Knockback immunity: +25% Teleport immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 12 power out of 20/20) : Effective talent level: 3.6 Power cost: 12 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Light source | Betuwe the alchemist's lamp Betuwe the alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +11 Armour: +4 Changes stats: +2 Con Changes resistances: +12% mind Changes resistances penetration: +25% physical / +11% all Changes damage: +6% physical Blindness immunity: +25% Stun/Freeze immunity: +20% Light radius: +5 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Eastern Wood Hat (15 def, 0 armour) Eastern Wood Hat (15 def, 0 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +40 (+5 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +15 (+4 eff.) Changes stats: +22 Cun / +18 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Mental save: +15 (+4 eff.) Blindness immunity: +100% Steam crit. chance: +15% This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
On hands | Ruthless Grip (0 def, 5 armour) Ruthless Grip (0 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 15 darkness / 15 cold Changes damage: +20% darkness / +20% cold Talent granted: +5 Iron Grip Disarm immunity: +100% Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -10% It can be used to activate talent Frost Grab (costing 12 power out of 30/30) : Effective talent level: 4.0 Power cost: 12 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Grab a target and pull it next to you, covering it with frost while reducing its movement speed by 50% for 7 turns. The ice will also deal 69.34 cold damage. The damage and chance to slow will increase with your Spellpower. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Tool | Sunhacker (dig speed 8 turns) Sunhacker (dig speed 8 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +23 Physical power: +10 (+2 eff.) Changes stats: +8 Str / +2 Wil Changes resistances: +3% fire / +15% nature / +6% light Changes resistances penetration: +15% light Changes damage: +10% nature Critical mult.: +20.00% Stamina each turn: +0.40 Hate when firing a critical mind attack: +5.00 Maximum hate: +6.00 Infravision radius: +3 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 16 cooldown : Effective talent level: 2.0 Power cost: 16 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | Poliyada the voratun ring Poliyada the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+2 eff.) Fatigue: -4% Changes stats: +2 Str / +10 Dex / +2 Cun Changes resistances: +9% lightning / +3% acid / +14% blight / +6% cold / +22% nature / +6% mind Poison immunity: +28% Disease immunity: +30% Disarm immunity: +47% Pinning immunity: +42% Stun/Freeze immunity: +46% Knockback immunity: +43% Life regen: +3.60 Maximum life: +42.00 Rings can have magical properties. |
On fingers | Xirevena the Searsting Xirevena the SearstingInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +6 (+0 eff.) Physical crit. chance: +4.0% Physical power: +33 (+5 eff.) Armour: +6 Damage when hit (Melee): 4 mind / 20 fire Changes stats: +9 Str / +10 Con Changes resistances: +30% blight / +30% nature / +3% acid Changes damage: +8% all Critical mult.: +6.00% Poison immunity: +50% Disease immunity: +52% Spellpower: +19 (+2 eff.) Mindpower: +20 (+3 eff.) Rings can have magical properties. |
Around neck | voratun amulet 'Jetrip' voratun amulet 'Jetrip'Infused by nature Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour penetration: +3 Effects on melee hit: * 35% chance to inflict 15% damage reduction Damage when hit (Melee): 4 darkness Changes stats: +3 Dex / +8 Con Changes resistances: +30% nature / +20% blight Changes resistances penetration: +10% physical Changes damage: +6% physical Talent mastery: +0.40 Psionic / Possession Critical mult.: +3.00% Blindness immunity: +39% Poison immunity: +50% Disease immunity: +36% Maximum stamina: +15.00 Infravision radius: +5 Sight radius: +2 See invisible: +11 Amulets can have magical properties. |
In main hand | voratun longsword 'Phoenixwaker' (41.5-58.1 power, 6 apr) voratun longsword 'Phoenixwaker' (41.5-58.1 power, 6 apr) Requires: - Magic 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 41.5 - 58.1 Uses stats: 100% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * flashes light on your target dealing 101 damage On weapon crit: * wounds the target for 7 turns: 30 bleeding, 82% reduced healing Damage Shield penetration (this weapon only): +20% Damage (Melee): +19 darkness Damage against: +17% Living When wielded/worn: Accuracy: +15 (+2 eff.) Armour penetration: +25 Physical crit. chance: +29.0% Physical power: +15 (+2 eff.) Changes stats: +1 Con / +4 Mag Changes resistances: +6% nature Changes resistances penetration: +20% fire / +15% physical Critical mult.: +35.00% Only die when reaching: -20.00 life Sharp, long, and deadly. |
Around waist | Branirin Branirin |
In off hand | creative living mindstar of sand (18-19.8 power, 40 apr, nature damage) creative living mindstar of sand (18-19.8 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural sand should be returned to the wyrm. Base power: 18.0 - 19.8 Uses stats: 90% Wil, 0% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * flashes light on your target dealing 102 damage When wielded/worn: Damage when hit (Melee): 20 physical Changes stats: +8 Cun Changes resistances: +20% physical Changes resistances penetration: +20% physical Changes damage: +20% physical Critical mult.: +38.00% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% It can be used to activate talent Burrow, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 27 of target armor and 14% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | elven-silk cloak 'Scaldwalker' (3 def, 0 armour) elven-silk cloak 'Scaldwalker' (3 def, 0 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +12 Defense: +3 (+1 eff.) Changes stats: +6 Str / +6 Dex / +10 Wil / +16 Cun / +6 Con Changes resistances: +42% lightning Changes damage: +6% mind / +6% fire Talent mastery: +0.40 Technique / Combat training Critical mult.: +30.00% Stealth bonus: +15 Spell save: -30 (-5 eff.) Stun/Freeze immunity: +50% Stamina each turn: +1.40 Mana each turn: -0.55 Mindpower: +12 (+2 eff.) Mental crit. chance: +16% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Crimson Robe (12 def, 0 armour) Crimson Robe (12 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Str / +10 Dex / +10 Mag / +20 Wil / +20 Cun / +10 Con Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism +0.20 Cursed / Punishments Poison immunity: +0% Disease immunity: +0% Cut immunity: +0% Life regen: +0.00 Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +9% Global speed: +15% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Inventory
This item will automatically be transmogrified when you leave the level. medical injector implant (efficiency 179% / cooldown 53%)medical injector implant (efficiency 179% / cooldown 53%) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 179% efficiency and cooldown mod of 53%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 168% / cooldown 63%) medical injector implant of the sneak (efficiency 168% / cooldown 63%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 168% efficiency and cooldown mod of 63%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 203% / cooldown 67%) medical injector implant of the sneak (efficiency 203% / cooldown 67%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 203% efficiency and cooldown mod of 67%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 233% / cooldown 76%) medical injector implant of the warrior (efficiency 233% / cooldown 76%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 233% efficiency and cooldown mod of 76%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 275% / cooldown 69%) medical injector implant of the warrior (efficiency 275% / cooldown 69%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 275% efficiency and cooldown mod of 69%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 210% / cooldown 80%) medical injector implant of the wizard (efficiency 210% / cooldown 80%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 210% efficiency and cooldown mod of 80%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
This item will automatically be transmogrified when you leave the level. heroism infusion (+8 for 13 turns, die at -677)heroism infusion (+8 for 13 turns, die at -677) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 13 turns. While Heroism is active, you will only die when reaching -677 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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. |
heroism infusion of the wizard (+24 for 13 turns, die at -1145) heroism infusion of the wizard (+24 for 13 turns, die at -1145)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 24 for 13 turns. While Heroism is active, you will only die when reaching -1145 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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. |
insidious poison infusion of the titan (55 nature damage, 51% healing reduction) insidious poison infusion of the titan (55 nature damage, 51% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 54.95 nature damage per turn for 7 turns, and reducing the target's healing received by 51%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the wizard (82 nature damage, 52% healing reduction) insidious poison infusion of the wizard (82 nature damage, 52% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 82.32 nature damage per turn for 7 turns, and reducing the target's healing received by 52%. The sudden stream of natural forces also strips you of one random detrimental magical effect. 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. |
movement infusion (712% speed; 9 turns) movement infusion (712% speed; 9 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 712% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
Rune of the Rift (526.00 temporal damage, removed from time 4 turns) Rune of the Rift (526.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 568.08 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. invisibility rune of the titan (power 18 for 9 turns)invisibility rune of the titan (power 18 for 9 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: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 18) for 9 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. lightning rune (360 lightning damage)lightning rune (360 lightning damage) 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: 9 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 119.88 to 359.64 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) 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. lightning rune of the duelist (695 lightning damage)lightning rune of the duelist (695 lightning damage) 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: 9 Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 231.50 to 694.51 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
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. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Tome of Wildfire Tome of WildfirePowered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / tome It can be used to learn the ancient secrets. This huge book is covered in searing flames. Yet they do not harm you. |
Fanged Collar Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+2 eff.) Spell save: +15 (+2 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Prismrebel PrismrebelInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +16 Damage when hit (Melee): 8 mind Changes stats: +7 Dex Changes resistances: +13% fire / +6% mind / +19% cold Changes resistances penetration: +20% light Changes damage: +9% mind Critical mult.: +15.00% Light radius: +2 Amulets can have magical properties. |
Zubyra the voratun amulet Zubyra the voratun amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Str / +2 Wil Changes resistances: +25% temporal / +24% light / +27% darkness Critical mult.: +10.00% Blindness immunity: +47% Pinning immunity: +39% Knockback immunity: +32% Hate when firing a critical mind attack: +4.00 Spellpower: +2 (+0 eff.) Spell crit. chance: +2% Amulets can have magical properties. |
mindweaver's gold amulet of perfection (0.16 Psionic / Ravenous mind,0.16 Psionic / Possession) mindweaver's gold amulet of perfection (0.16 Psionic / Ravenous mind,0.16 Psionic / Possession)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Wil Talent masteries: +0.16 Psionic / Ravenous mind +0.16 Psionic / Possession Mental save: +7 (+2 eff.) Confusion immunity: +15% Mindpower: +6 (+1 eff.) Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. savior's voratun amuletsavior's voratun amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical save: +25 (+3 eff.) Spell save: +23 (+4 eff.) Mental save: +25 (+6 eff.) Amulets can have magical properties. |
voratun amulet 'Armadin' voratun amulet 'Armadin'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +12 (+3 eff.) Changes stats: +2 Mag / +2 Cun / +11 Con Changes resistances: +30% lightning / +9% cold Changes resistances cap: +6% all Grants telepathy: Dragon Physical save: +72 (+9 eff.) Spell save: +25 (+4 eff.) Mental save: +25 (+6 eff.) Stun/Freeze immunity: +44% Life regen: +2.20 Only die when reaching: -80.00 life Maximum life: +76.00 Amulets can have magical properties. |
voratun amulet 'Voriyarerin' voratun amulet 'Voriyarerin'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +19 Armour: +6 Changes stats: +5 Con Changes resistances: +6% blight / +9% cold / +3% temporal Critical mult.: +13.00% Physical save: +14 (+2 eff.) Blindness immunity: +40% Poison immunity: +15% Knockback immunity: +10% Life regen: +2.00 Maximum life: +80.00 Infravision radius: +7 Sight radius: +2 See invisible: +15 Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Anyldir the copper ring Anyldir the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 blight / 12 temporal Changes resistances: +24% lightning Changes resistances penetration: +25% blight Changes damage: +12% lightning / +12% temporal / +6% blight Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
Bukor BukorInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Wil / +2 Cun / +3 Con Changes resistances: +6% temporal / +5% arcane / +3% physical Mental save: +8 (+2 eff.) Cut immunity: +30% Infravision radius: +2 Rings can have magical properties. |
Camahor CamahorInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +22% nature Changes resistances penetration: +10% arcane Changes damage: +11% nature Hate when firing a critical mind attack: +3.00 Mental crit. chance: +8% Rings can have magical properties. |
Mayille the steel ring Mayille the steel ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +11 (+1 eff.) Armour penetration: +11 Defense: +11 (+3 eff.) Effects on melee hit: * 15% chance to corrode armour by 30% Damage when hit (Melee): 12 acid Changes resistances: +5% arcane / +9% blight Changes resistances penetration: +20% arcane Disarm immunity: +32% Pinning immunity: +32% Knockback immunity: +29% Life regen: +1.00 Maximum life: +96.00 Healing mod.: +18% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 1.6 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 129% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings 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 (+5 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+2 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 18 power out of 30/30) : Effective talent level: 2.6 Power cost: 18 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, 3 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Salima the voratun ring Salima the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +2 Wil Changes resistances: +30% fire Changes damage: +15% fire Critical mult.: +25.00% Disarm immunity: +39% Pinning immunity: +33% Stun/Freeze immunity: +23% Knockback immunity: +47% Life regen: +2.40 Equilibrium when hit: +0.08 Psi when hit: +0.04 Hate when firing a critical mind attack: +2.00 Maximum life: +44.00 Rings can have magical properties. |
copper ring of misery copper ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to cause random gloom Damage (Melee): 7 bleed Effects on ranged hit: * 11% chance to cause random gloom Damage (Ranged): 7 bleed Changes stats: +2 Cun Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
gold ring 'Coalraven' gold ring 'Coalraven'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -4% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +3 Cun / +4 Dex Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 15.00% Mental save: +11 (+3 eff.) Confusion immunity: +38% Light radius: +2 Rings can have magical properties. |
psionicist's gold ring of perseverance psionicist's gold ring of perseveranceCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Stun/Freeze immunity: +26% Life regen: +2.90 Rings can have magical properties. |
steel ring 'Satyrhunger' steel ring 'Satyrhunger'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 12 nature Changes stats: +4 Str / +3 Dex / +10 Wil / +7 Cun Mental save: +10 (+2 eff.) See invisible: +12 Rings can have magical properties. |
voratun ring 'Malasus' voratun ring 'Malasus'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Dex / +1 Mag / +27 Wil / +9 Cun / +6 Con Changes resistances: +3% mind Changes resistances penetration: +10% mind Changes damage: +6% mind Physical save: +20 (+2 eff.) Spell save: +16 (+2 eff.) Mental save: +38 (+9 eff.) Blindness immunity: +10% Maximum stamina: +32.00 Mindpower: +15 (+2 eff.) Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +17% Rings can have magical properties. |
Blindransom the voratun battleaxe (57-85.5 power, 4 apr) Blindransom the voratun battleaxe (57-85.5 power, 4 apr)Requires: - Magic 48 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.0 - 85.5 Uses stats: 120% Mag, 40% Wil Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 40% chance to inflict 15% damage reduction * 30 arcane resource burn * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * burns latent spell energy Burst (radius 2) on crit: +4 lightning When wielded/worn: Accuracy: +13 (+1 eff.) Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 16 lightning Changes stats: +7 Str Changes damage: +6% darkness / +10% physical Stamina when hit: +3.00 Massive two-handed battleaxes. |
Blackwake (71-106.5 power, 4 apr) Blackwake (71-106.5 power, 4 apr)Requires: - Magic 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 71.0 - 106.5 Uses stats: 120% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +70 insidious poison / +27 darkness / +24 nature Damage against: +27% Living When wielded/worn: Changes stats: +2 Dex / +2 Wil / +2 Con Changes resistances: +3% darkness Changes resistances penetration: +15% darkness Light radius: +2 Massive two-handed mauls. |
balanced voratun greatsword of massacre (82.5-132 power, 4 apr) balanced voratun greatsword of massacre (82.5-132 power, 4 apr)Requires: - Magic 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 82.5 - 132.0 Uses stats: 120% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +12 (+1 eff.) Defense: +7 (+2 eff.) Disarm immunity: +34% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Bodramnir the Stormspawner (44-61.6 power, 6 apr)Bodramnir the Stormspawner (44-61.6 power, 6 apr) Requires: - Magic 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 44.0 - 61.6 Uses stats: 100% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 68% chance to daze at end of turn * 33% chance to cause random gloom Damage (Melee): +40 acid / +25 mind When wielded/worn: Effects on melee hit: * 51% chance to daze at end of turn Damage when hit (Melee): 32 acid Changes stats: +7 Cun / +7 Wil Changes resistances: +9% lightning Changes resistances penetration: +42% lightning / +15% acid Changes damage: +21% lightning Sharp, long, and deadly. |
voratun longsword 'Mayamithra' (44.5-62.3 power, 6 apr) voratun longsword 'Mayamithra' (44.5-62.3 power, 6 apr)Requires: - Magic 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 44.5 - 62.3 Uses stats: 100% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 111% On weapon hit: * Slows global speed by 20% * leeches stamina from the target Damage (Melee): +16 acid / +8 mind Burst (radius 2) on crit: +16 mind When wielded/worn: Accuracy: +13 (+1 eff.) Physical power: +15 (+2 eff.) Damage when hit (Melee): 16 nature slow Changes stats: +5 Dex / +4 Con Changes resistances penetration: +10% acid / +12% physical Disarm immunity: +30% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. quick voratun mace (43.5-60.9 power, 6 apr)quick voratun mace (43.5-60.9 power, 6 apr) Requires: - Magic 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 43.5 - 60.9 Uses stats: 100% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 111% When wielded/worn: Accuracy: +14 (+2 eff.) Changes stats: +7 Dex Blunt and deadly. |
voratun mace 'Bethelle' (45.5-63.7 power, 6 apr) voratun mace 'Bethelle' (45.5-63.7 power, 6 apr)Requires: - Magic 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 45.5 - 63.7 Uses stats: 100% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +30 (+4 eff.) Armour penetration: +23 Defense: +15 (+4 eff.) Changes resistances penetration: +26% physical Changes damage: +6% acid / +15% physical Blindness immunity: +15% Silence immunity: +30% Disarm immunity: +70% Blunt and deadly. |
Arcrip the living mindstar (16.5-18.15 power, 40 apr, mind damage) Arcrip the living mindstar (16.5-18.15 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural sand should be returned to the wyrm. This natural fire should be returned to the wyrm. The natural wyrm seeks an element. Base power: 16.5 - 18.2 Uses stats: 90% Wil, 0% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +12 light When wielded/worn: Damage when hit (Melee): 8 lightning / 27 physical / 10 cold / 10 acid / 30 fire Changes resistances: +16% lightning / +20% physical / +26% fire / +9% cold / +31% acid Changes resistances penetration: +20% fire / +19% physical Changes damage: +3% lightning / +20% fire / +3% light / +20% physical Critical mult.: +0.00% Blindness immunity: +0% Stun/Freeze immunity: +0% Mindpower: +22 (+4 eff.) Mental crit. chance: +5% Global speed: +3% It can be used to activate talent Burrow, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 27 of target armor and 14% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Eyal's Will (22-24.2 power, 40 apr, nature damage) Eyal's Will (22-24.2 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 100% Wil, 0% Mag, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +10 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Mindpower: +18 (+3 eff.) Mental crit. chance: +9% It can be used to activate talent Slime Wave (costing 18 power out of 30/30) : Effective talent level: 3.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 9, doing 126.56 slime damage for 15 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
Eye of the Wyrm (16-17.6 power, 24 apr, physical damage) Eye of the Wyrm (16-17.6 power, 24 apr, physical damage)Requires: - Willpower 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. The natural wyrm seeks an element. Base power: 16.0 - 17.6 Uses stats: 80% Wil, 20% Mag, 10% Cun Damage type: Physical Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +2.5% Attack speed: 100% Damage conversion: 18% acid / 18% cold / 18% fire / 18% lightning When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+1 eff.) Changes resistances: +8% acid / +8% physical / +8% cold / +8% fire / +8% lightning Changes damage: +8% lightning / +8% physical / +8% cold / +8% fire / +8% acid Talent masteries: +0.10 Wild-gift / Venom drake aspect +0.10 Wild-gift / Cold drake aspect +0.10 Wild-gift / Fire drake aspect +0.10 Wild-gift / Storm drake aspect +0.10 Wild-gift / Sand drake aspect Mindpower: +8 (+1 eff.) Mental crit. chance: +4% The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. It can be used to activate talent Fire Breath (costing 18 power out of 30/30) : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 8. Any target caught in the area will take 707.82 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
This item will automatically be transmogrified when you leave the level. Falithel (17-18.7 power, 40 apr, nature damage)Falithel (17-18.7 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 90% Wil, 0% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 60% * 68% chance to corrode armour by 30% When wielded/worn: Defense: +15 (+4 eff.) Ranged Defense: +15 (+4 eff.) Effects on melee hit: * 30 arcane resource burn Changes resistances: +18% temporal / +7% blight / +15% fire / +8% arcane / +9% cold Changes resistances penetration: +20% acid Changes damage: +10% nature Reduces incoming crit damage: 25.00% Physical save: +15 (+2 eff.) Disease immunity: +25% Stun/Freeze immunity: +15% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Xeryssra (14-15.4 power, 32 apr, nature damage) Xeryssra (14-15.4 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural sand should be returned to the wyrm. This psionic mindstar has an epiphany about dreams. Base power: 14.0 - 15.4 Uses stats: 85% Wil, 0% Mag, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 11 physical Changes resistances: +15% blight / +10% physical / +5% arcane Changes resistances penetration: +5% arcane / +12% physical Changes damage: +9% blight / +13% physical / +6% nature / +21% mind Physical save: +0 (+0 eff.) Spell save: +0 (+0 eff.) Mental save: +0 (+0 eff.) Disease immunity: +17% Psi when firing a critical mind attack: +0.00 Mindpower: +11 (+2 eff.) Mental crit. chance: +8% It can be used to activate talent Burrow, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 27 of target armor and 14% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
caller's living mindstar of sand (15.5-17.05 power, 40 apr, mind damage) caller's living mindstar of sand (15.5-17.05 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural sand should be returned to the wyrm. This natural mindstar calls for a summoner. Base power: 15.5 - 17.1 Uses stats: 90% Wil, 0% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 12 physical Changes resistances: +14% physical Changes resistances penetration: +10% acid / +27% physical / +10% cold / +9% fire Changes damage: +15% acid / +30% physical / +14% cold / +15% fire Mindpower: +10 (+2 eff.) Mental crit. chance: +5% It can be used to activate talent Burrow, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 27 of target armor and 14% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
honing thorny mindstar (9-9.9 power, 24 apr, mind damage) honing thorny mindstar (9-9.9 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This honing mindstar will focus other psionic mindstars. Base power: 9.0 - 9.9 Uses stats: 80% Wil, 0% Mag, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes resistances: +5% physical Changes resistances penetration: +5% physical Changes damage: +5% physical Psi when firing a critical mind attack: +0.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. hungering vined mindstar of storms (4.5-4.95 power, 18 apr, mind damage)hungering vined mindstar of storms (4.5-4.95 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural lightning should be returned to the wyrm. Base power: 4.5 - 5.0 Uses stats: 75% Wil, 0% Mag, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 9 lightning Changes stats: +3 Str / +3 Dex / +3 Mag / +2 Wil / +3 Cun / +3 Con Changes resistances: +11% lightning Changes resistances penetration: +11% lightning Changes damage: +10% lightning Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Hate per kill: +3.00 Psi per kill: +3.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% It can be used to inflict 177.38 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 12 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. summoner's pulsing mindstar of venom (12.5-13.75 power, 32 apr, mind damage)summoner's pulsing mindstar of venom (12.5-13.75 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural venom should be returned to the wyrm. This natural mindstar summons a caller. Base power: 12.5 - 13.8 Uses stats: 85% Wil, 0% Mag, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 17 acid Changes resistances: +17% acid Changes resistances penetration: +14% acid Changes damage: +17% acid Life regen: +1.70 Mindpower: +18 (+3 eff.) Mental crit. chance: +7% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element) Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stats: 130% Mag, 40% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+6 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 120 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
This item will automatically be transmogrified when you leave the level. Bethuth the Corpsedredge (40.5-60.75 power, 25 apr)Bethuth the Corpsedredge (40.5-60.75 power, 25 apr) Requires: - Magic 48 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Base power: 40.5 - 60.8 Uses stats: 100% Mag, 40% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +103 On weapon crit: * cripple the target Damage (Melee): +8 arcane Burst (radius 1) on hit: +20 fire Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +9.0% Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Damage when hit (Melee): 4 arcane / 36 fire Changes stats: +5 Str Changes resistances: +19% fire / +12% nature / +5% arcane Changes resistances penetration: +10% mind Changes damage: +6% mind / +3% arcane Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level. inquisitor's voratun steamsaw of rage (39-58.5 power, 25 apr)inquisitor's voratun steamsaw of rage (39-58.5 power, 25 apr) Requires: - Magic 48 - Talent Steam Pool Infused by arcane disrupting forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 39.0 - 58.5 Uses stats: 100% Mag, 40% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +102 On weapon hit: * 22 arcane resource burn On weapon crit: * burns latent spell energy Attacks use: 1.0 Steam When wielded/worn: Accuracy: +15 (+2 eff.) Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Changes stats: +7 Str Changes damage: +15% physical Talent granted: +3 Block Stamina when hit: +2.30 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level. voratun steamsaw 'Gloomwinnow' (38-57 power, 25 apr)voratun steamsaw 'Gloomwinnow' (38-57 power, 25 apr) Requires: - Magic 48 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 38.0 - 57.0 Uses stats: 100% Mag, 40% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +109 On weapon hit: * 68% chance to inflict 15% damage reduction * 60% chance to disease Damage (Melee): +20 darkness Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Damage when hit (Melee): 20 temporal Changes resistances: +9% blight / +26% cold / +9% darkness Changes resistances penetration: +15% blight / +25% temporal / +25% acid Changes damage: +18% temporal Talent granted: +3 Block Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
drakeskin leather belt 'Chaliharahad' drakeskin leather belt 'Chaliharahad'Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +21.0% Physical power: +6 (+1 eff.) Changes stats: +10 Dex / +1 Wil / +5 Cun Changes resistances: +9% blight / +15% fire / +18% temporal / +13% cold Changes resistances penetration: +10% temporal Critical mult.: +15.00% Mental crit. chance: +15% A belt that goes around your waist. |
rough leather belt 'Adena' rough leather belt 'Adena'Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +20 Changes damage: +0% acid / +0% fire / +0% nature / +0% blight Physical save: +7 (+1 eff.) Spell save: +12 (+2 eff.) Blindness immunity: +10% Poison immunity: +10% Disarm immunity: +15% Confusion immunity: +15% Stun/Freeze immunity: +15% Mindpower: +4 (+1 eff.) A belt that goes around your waist. |
Earudodas the cashmere cloak (13 def, 0 armour) Earudodas the cashmere cloak (13 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +13 (+4 eff.) Changes resistances: +6% acid / +9% cold Physical save: +11 (+2 eff.) Mental save: +30 (+7 eff.) Blindness immunity: +10% Cut immunity: +15% Confusion immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glarefurnace (8 def, 0 armour) Glarefurnace (8 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +8 (+2 eff.) Effects on melee hit: * Slows global speed by 30% Changes resistances: +0% lightning Changes resistances penetration: +20% nature / +20% light Changes damage: +12% light Physical save: +7 (+1 eff.) Stun/Freeze immunity: +0% Psi when hit: +0.20 Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yvugarin (1 def, 0 armour) Yvugarin (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances penetration: +15% blight Physical save: +37 (+5 eff.) Mental save: +7 (+2 eff.) Poison immunity: +35% Disease immunity: +20% Teleport immunity: +25% Only die when reaching: -130.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blindtrail (3 def, 0 armour) Blindtrail (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +5 Dex / +6 Cun / +3 Con Changes resistances: +26% mind / +24% darkness Changes resistances penetration: +15% light Reduces incoming crit damage: 15.00% Physical save: +18 (+2 eff.) Spell save: +18 (+3 eff.) Mental save: +34 (+8 eff.) Poison immunity: +0% Disease immunity: +0% Cut immunity: +0% Life regen: +0.00 Infravision radius: +3 See invisible: +21 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. ancient linen robe of Angolwen (0 def, 0 armour)ancient linen robe of Angolwen (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +6 Mag / +3 Wil Changes resistances penetration: +7% temporal / +7% physical Changes damage: +8% temporal / +8% physical Silence immunity: +24% Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +8 (+1 eff.) Reduces paradox anomalies(equivalent to willpower): +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven elven-silk robe of blight (+20%) (5 def, 0 armour)mindwoven elven-silk robe of blight (+20%) (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 (+2 eff.) Changes resistances: +20% blight Changes damage: +20% blight Mental save: +30 (+7 eff.) Mindpower: +3 (+0 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Anti-Gravity Boots (8 def, 8 armour) Anti-Gravity Boots (8 def, 8 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +5 Str / +4 Dex Changes resistances: +10% fire Changes damage: +10% fire Physical save: +0 (+0 eff.) Pinning immunity: +50% Knockback immunity: +0% Teleport immunity: +0% Steampower: +3 (+1 eff.) These boots have a 5% chance to fail to operate properly (reduced by Cunning). It can be used to jump to a nearby location within range 7, blasting everything within radius 2 (156 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (261 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning), costing 11 power out of 18/18. These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
pair of hardened leather boots 'Aerureth' (16 def, 9 armour) pair of hardened leather boots 'Aerureth' (16 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Defense: +16 (+4 eff.) Ranged Defense: +14 (+4 eff.) Fatigue: +3% Physical save: +15 (+2 eff.) Poison immunity: +10% Pinning immunity: +0% Stun/Freeze immunity: +25% Knockback immunity: +0% Teleport immunity: +0% Only die when reaching: -80.00 life A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. wanderer's pair of drakeskin leather boots of massiveness (0 def, 5 armour)wanderer's pair of drakeskin leather boots of massiveness (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Str / +6 Cun / +16 Con Changes damage: +10% physical Physical save: +24 (+3 eff.) Mental save: +17 (+4 eff.) Size category: +1 It can be used to activate talent Heave, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
Steam Powered Gauntlets (0 def, 12 armour) Steam Powered Gauntlets (0 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% Gauntlets. But with steam power! |
Zerigontir the drakeskin leather gloves (6 def, 3 armour) Zerigontir the drakeskin leather gloves (6 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +11 (+1 eff.) Armour: +3 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Damage (Melee): 9 acid Changes stats: +4 Str / +3 Dex / +9 Cun Changes resistances: +9% acid / +9% temporal / +5% darkness / +6% blight / +6% cold Changes damage: +9% acid Talent cooldown: Double Strike (-1 turn) Physical save: +15 (+2 eff.) Disarm immunity: +0% Confusion immunity: +15% Infravision radius: +3 It can be used to activate talent Track, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 40 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Harynarilar' (6 def, 2 armour) dwarven-steel gauntlets 'Harynarilar' (6 def, 2 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +16 (+2 eff.) Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +5 Dex Changes resistances penetration: +20% blight Mental save: +30 (+7 eff.) Poison immunity: +10% Cut immunity: +20% Disarm immunity: +10% Stun/Freeze immunity: +25% Knockback immunity: +10% Metal gloves protecting the hands up to the middle of the lower arm. |
Cyrybreta (0 def, 5 armour) Cyrybreta (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +5 Str / +1 Mag / +2 Wil / +4 Cun / +5 Con Changes resistances: +12% lightning / +6% fire / +25% mind Mental save: +30 (+7 eff.) Disease immunity: +15% Confusion immunity: +42% Mindpower: +5 (+1 eff.) A cap made of leather. |
Infused Cerebrum (8 def, 0 armour) Infused Cerebrum (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +10 Mag / +12 Wil / +10 Cun Fear immunity: -60% Spellpower: +12 (+2 eff.) Mindpower: +12 (+2 eff.) It can be used to assault the mind of a foe to utterly dominate it, costing 60 power out of 150/150. This headwear seems made entirely out of half rotten brain matter. Do you really want to put that over your head? |
Lisivena (0 def, 5 armour) Lisivena (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +9 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +7 Str / +5 Wil / +0 Cun Changes resistances: +14% physical / +5% arcane / +11% cold / +21% mind / +14% fire Critical mult.: +5.00% Physical save: +13 (+2 eff.) Spell save: +9 (+2 eff.) Mental save: +27 (+7 eff.) Confusion immunity: +41% Spellpower: +2 (+0 eff.) Spell crit. chance: +1% Damage Shield penetration: +30% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Mayotira the drakeskin leather cap (0 def, 5 armour) Mayotira the drakeskin leather cap (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Armour: +5 Fatigue: -3% Changes stats: +9 Str / +2 Dex / +2 Wil / +0 Cun / +6 Con / +13 Lck Changes resistances: +15% light / +15% darkness Physical save: +13 (+2 eff.) Mental save: +11 (+3 eff.) Spell crit. chance: +6% Mental crit. chance: +3% It can be used to activate talent Battle Cry, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Steam Powered Helm (3 def, 12 armour) Steam Powered Helm (3 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% A Helmet. But with steam power! |
This item will automatically be transmogrified when you leave the level. dragonslayer's voratun helm (0 def, 5 armour)dragonslayer's voratun helm (0 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +15% acid / +15% fire / +15% lightning / +15% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
drakeskin leather cap 'Zeregrim' (0 def, 5 armour) drakeskin leather cap 'Zeregrim' (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Str / +4 Wil / +4 Cun Changes resistances: +19% mind / +6% temporal Changes resistances penetration: +25% temporal Changes damage: +12% blight / +6% temporal Mental save: +22 (+5 eff.) Confusion immunity: +45% Mindpower: +5 (+1 eff.) A cap made of leather. |
dwarven-steel helm of the depths (0 def, 4 armour) dwarven-steel helm of the depths (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +0 Cun Changes resistances: +9% cold Allows you to breathe in: water Mental save: +0 (+0 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap 'Neryriathra' (0 def, 3 armour) hardened leather cap 'Neryriathra' (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +10 Str / +14 Dex / +3 Cun / +3 Con Changes resistances: -29% light / +12% temporal Changes resistances penetration: +10% temporal Mental save: +0 (+0 eff.) Life regen: +1.60 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cap made of leather. |
voratun helm 'Gloriyada' (0 def, 5 armour) voratun helm 'Gloriyada' (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +14 Dex / +10 Wil / +3 Cun Changes resistances: +15% blight / +25% darkness / +25% mind Grants telepathy: Demon/Minor Demon/Major Mental save: +40 (+10 eff.) Confusion immunity: +46% Infravision radius: +7 See invisible: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. Adyba the Galeshine (12 def, 3 armour, 191 block)Adyba the Galeshine (12 def, 3 armour, 191 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Physical power: +18 (+3 eff.) Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects on melee hit: * 51% chance to daze at end of turn Changes resistances: +23% cold Changes resistances penetration: +20% physical Changes damage: +12% lightning Talent granted: +5 Block Reduces incoming crit damage: 25.00% Stamina each turn: +0.60 Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. Elenugen the quiver of dragonbone arrows (24/24, 58.5-81.9 power, 22 apr)Elenugen the quiver of dragonbone arrows (24/24, 58.5-81.9 power, 22 apr) Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 58.5 - 81.9 Uses stats: 40% Wil, 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +22 Crit. chance: +3.0% Capacity: 24 On weapon hit: * 68 arcane resource burn * 10% chance to crush the target Damage (Ranged): +30 gravity / +24 mind Burst (radius 1) on hit: +40 mind When wielded/worn: Ammo reloads per turn: +6 Arrows are used with bows to pierce your foes to death. |
293 alchemist agate 293 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 sapphire 4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Zanelar the iron pickaxe (dig speed 30 turns) Zanelar the iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +1 Str Changes resistances: +3% temporal Blindness immunity: +10% Disarm immunity: +30% Pinning immunity: +5% Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 3 It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 3 It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
2 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Drigas the Serpentradiance Drigas the SerpentradianceInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 arcane Changes stats: +5 Wil Changes resistances: +12% nature / +5% arcane Changes damage: +15% arcane Critical mult.: +16.00% Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Ichorwilter' alchemist's lamp 'Ichorwilter'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 36% Changes stats: +3 Str / +4 Dex Changes resistances: +6% arcane / +9% fire Grants telepathy: Demon/Minor Demon/Major Light radius: +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Vorewen' alchemist's lamp 'Vorewen'Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +6 Wil Changes resistances: +3% physical Changes damage: +11% mind Physical save: +12 (+2 eff.) Spell save: +30 (+5 eff.) Blindness immunity: +10% Poison immunity: +50% Stun/Freeze immunity: +15% Only die when reaching: -80.00 life Light radius: +3 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A normal brass lantern, enhanced by alchemy to make it brighter. |
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 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. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
2 bloodstone 2 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 fire opal 5 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
12 ruby 12 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 122 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), 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. |
Dagizilarach the Murkmoon (21/21, 55.5-66.6 power, 6 apr) Dagizilarach the Murkmoon (21/21, 55.5-66.6 power, 6 apr)Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 55.5 - 66.6 Uses stats: 40% Wil, 50% Cun, 0% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 21 On weapon hit: * Slows global speed by 20% * 59 arcane resource burn * 10% chance to knock the target back * 10% chance to crush the target Damage (Ranged): +43 physical / +15 gravity / +4 darkness Burst (radius 1) on hit: +4 darkness Burst (radius 2) on crit: +8 darkness Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. plaguebringer's pouch of voratun shots of accuracy (20/20, 53.5-64.2 power, 6 apr)plaguebringer's pouch of voratun shots of accuracy (20/20, 53.5-64.2 power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 53.5 - 64.2 Uses stats: 40% Wil, 70% Dex, 0% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +24 Armour Penetration: +6 Crit. chance: +7.0% Capacity: 20 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 17% chance to disease Damage (Ranged): +18 blight Shots are used with slings to pummel your foes to death. |
amazing second skin amazing second skinPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Life regen: +10.00 Tinkers can be attached to normal items to improve them with steam power! |
voratun razor edge voratun razor edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' When attach to an other item: Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Armour Penetration: +20 Crit. chance: +20.0% Tinkers can be attached to normal items to improve them with steam power! |
voratun razor edge voratun razor edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' When attach to an other item: Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Armour Penetration: +20 Crit. chance: +20.0% Tinkers can be attached to normal items to improve them with steam power! |
voratun rocket boots voratun rocket bootsPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'feet' When attach to an other item: Talent granted: +5 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
Ce'Niwyn the iron torque of psychoportation [power 22] (18 cooldown) Ce'Niwyn the iron torque of psychoportation [power 22] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances: +6% fire / +2% physical Maximum wards: +2 physical / +2 mind / +2 darkness Talent granted: +1 Ward Confusion immunity: +35% Stun/Freeze immunity: +10% Life regen: +0.80 It can be used to teleport randomly (rad 22), putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
Islonne the Brightstoker [power 289] (4 cooldown) Islonne the Brightstoker [power 289] (4 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +9% light Changes resistances penetration: +5% light / +5% fire Changes damage: +6% light It can be used to fire a blast of psionic energies in a range 9 beam dealing 156.06 to 312.12 mind damage, putting all charms on cooldown for 4 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. quiet voratun torque of psychoportation [power 61] (18 cooldown)quiet voratun torque of psychoportation [power 61] (18 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Talent cooldown: Silence (-1 turn) Talent granted: +4 Silence It can be used to teleport randomly (rad 61), putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
Goreleg the Sepsisbender [power 68] (12 cooldown) Goreleg the Sepsisbender [power 68] (12 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 8 nature Changes stats: +1 Wil / +1 Cun / +3 Con Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle Reduces incoming crit damage: 15.00% It can be used to harden the skin for 7 turns increasing armour by 68 and armour hardiness by 70%, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 10 stamina. Natural totems are made by powerful wilders to store nature power. |
Radhindur [power 61] (12 cooldown) Radhindur [power 61] (12 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Changes resistances: +9% darkness Talents cooldown: Lay Web (-1 turn) Rushing Claws (-1 turn) Talents granted: +3 Lay Web +5 Rushing Claws Spell save: +20 (+3 eff.) Teleport immunity: +5% It can be used to harden the skin for 7 turns increasing armour by 61 and armour hardiness by 70%, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
The Guardian's Totem The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+3 eff.) Mindpower: +8 (+1 eff.) It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 21 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
yew totem of thorny skin 'Stormveil' [power 48] (12 cooldown) yew totem of thorny skin 'Stormveil' [power 48] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 20 arcane / 8 lightning Maximum wards: +3 acid / +4 nature / +4 light Grants telepathy: Humanoid/Orc Talent granted: +1 Ward Critical mult.: +20.00% Mental save: +36 (+9 eff.) It can be used to harden the skin for 7 turns increasing armour by 48 and armour hardiness by 50%, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
diamond diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
15 moonstone 15 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 pearl 7 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 amber 7 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By pokop the Cornac Possessor level 46
14th Dusk 123rd year of Ascendancy at 02:36 see stats
By pokop the Cornac Possessor level 50
65th Haze 123rd year of Ascendancy at 23:00 see stats
By pokop the Cornac Possessor level 45
12nd Dusk 123rd year of Ascendancy at 10:46 see stats
By pokop the Cornac Possessor level 21
66th Haze 122nd year of Ascendancy at 18:12 see stats
By pokop the Cornac Possessor level 50
44th Haze 123rd year of Ascendancy at 10:12 see stats
By pokop the Cornac Possessor level 50
38th Haze 123rd year of Ascendancy at 11:27 see stats
By pokop the Cornac Possessor level 49
49th Dusk 123rd year of Ascendancy at 11:26 see stats
By pokop the Cornac Possessor level 25
46th Regrowth 123rd year of Ascendancy at 22:33 see stats
By pokop the Cornac Possessor level 21
71st Haze 122nd year of Ascendancy at 06:50 see stats
By pokop the Cornac Possessor level 50
27th Regrowth 124th year of Ascendancy at 18:23 see stats
By pokop the Cornac Possessor level 47
45th Dusk 123rd year of Ascendancy at 23:14 see stats
By pokop the Cornac Possessor level 32
21st Pyre 123rd year of Ascendancy at 15:23 see stats
By pokop the Cornac Possessor level 37
79th Pyre 123rd year of Ascendancy at 06:17 see stats
By pokop the Cornac Possessor level 50
50th Regrowth 124th year of Ascendancy at 06:36 see stats
By pokop the Cornac Possessor level 32
23rd Pyre 123rd year of Ascendancy at 14:07 see stats
By pokop the Cornac Possessor level 40
2nd Summertide 123rd year of Ascendancy at 06:33 see stats
By pokop the Cornac Possessor level 21
71st Haze 122nd year of Ascendancy at 06:50 see stats
By pokop the Cornac Possessor level 50
47th Regrowth 124th year of Ascendancy at 08:27 see stats
By pokop the Cornac Possessor level 47
38th Dusk 123rd year of Ascendancy at 01:04 see stats
By pokop the Cornac Possessor level 34
27th Pyre 123rd year of Ascendancy at 10:48 see stats
By pokop the Cornac Possessor level 10
10th Flare 122nd year of Ascendancy at 17:28 see stats
By pokop the Cornac Possessor level 20
32nd Haze 122nd year of Ascendancy at 18:39 see stats
By pokop the Cornac Possessor level 30
1st Pyre 123rd year of Ascendancy at 23:59 see stats
By pokop the Cornac Possessor level 40
3rd Mirth 123rd year of Ascendancy at 19:42 see stats
By pokop the Cornac Possessor level 50
56th Dusk 123rd year of Ascendancy at 02:41 see stats
By pokop the Cornac Possessor level 50
45th Regrowth 124th year of Ascendancy at 08:52 see stats
By pokop the Cornac Possessor level 50
66th Haze 123rd year of Ascendancy at 11:33 see stats
By pokop the Cornac Possessor level 50
50th Regrowth 124th year of Ascendancy at 06:35 see stats
By pokop the Cornac Possessor level 50
78th Haze 123rd year of Ascendancy at 10:41 see stats
By pokop the Cornac Possessor level 13
32nd Dusk 122nd year of Ascendancy at 16:47 see stats
By pokop the Cornac Possessor level 25
5th Allure 123rd year of Ascendancy at 02:23 see stats
By pokop the Cornac Possessor level 21
66th Haze 122nd year of Ascendancy at 17:43 see stats
By pokop the Cornac Possessor level 48
46th Dusk 123rd year of Ascendancy at 02:49 see stats
By pokop the Cornac Possessor level 23
7th Decay 122nd year of Ascendancy at 00:29 see stats
By pokop the Cornac Possessor level 13
47th Dusk 122nd year of Ascendancy at 20:25 see stats
By pokop the Cornac Possessor level 50
45th Regrowth 124th year of Ascendancy at 15:24 see stats
By pokop the Cornac Possessor level 25
64th Regrowth 123rd year of Ascendancy at 17:14 see stats
By pokop the Cornac Possessor level 38
79th Pyre 123rd year of Ascendancy at 15:34 see stats
By pokop the Cornac Possessor level 7
7th Mirth 122nd year of Ascendancy at 22:45 see stats
By pokop the Cornac Possessor level 50
79th Dusk 123rd year of Ascendancy at 20:41 see stats
By pokop the Cornac Possessor level 23
4th Decay 122nd year of Ascendancy at 22:18 see stats
By pokop the Cornac Possessor level 13
47th Dusk 122nd year of Ascendancy at 20:49 see stats
By pokop the Cornac Possessor level 50
49th Regrowth 124th year of Ascendancy at 02:02 see stats
By pokop the Cornac Possessor level 45
12nd Dusk 123rd year of Ascendancy at 01:40 see stats
Log
Heavy bone giant receives 268 healing from Ghoul's purging blight area effect.
Ghoul receives 437 healing from Ghoul's purging blight area effect.
Ghoul receives 437 healing from Ghoul's purging blight area effect.
Ghoul receives 437 healing from Ghoul's purging blight area effect.
Skeleton warrior receives 260 healing from Ghoul's purging blight area effect.
Banshee receives 260 healing from Ghoul's purging blight area effect.
Eternal bone giant receives 268 healing from Ghoul's purging blight area effect.
Ghoul receives 434 healing from Ghoul's purging blight area effect.
Ghoul receives 437 healing from Ghoul's purging blight area effect.
Ghoul receives 434 healing from Ghoul's purging blight area effect.
Armoured skeleton warrior receives 260 healing from Ghoul's purging blight area effect.
Ghoul receives 434 healing from Ghoul's purging blight area effect.
Skeleton master archer receives 260 healing from Ghoul's purging blight area effect.
Lesser vampire receives 260 healing from Ghoul's purging blight area effect.
Elder vampire receives 260 healing from Ghoul's purging blight area effect.
Ghoul receives 434 healing from Ghoul's purging blight area effect.
Skeleton archer receives 260 healing from Ghoul's purging blight area effect.
Heavy bone giant receives 268 healing from Ghoul's purging blight area effect.
Elder vampire receives 260 healing from Ghoul's purging blight area effect.
Lesser vampire receives 260 healing from Ghoul's purging blight area effect.
Skeleton warrior receives 260 healing from Ghoul's purging blight area effect.
Barrow wight receives 260 healing from Ghoul's purging blight area effect.
Ghoul receives 437 healing from Ghoul's purging blight area effect.
Pokop deactivates Channel Pain.
Pokop deactivates Force Shield.
Pokop is no longer attuned.
Pokop deactivates Antimagic Shield.
Pokop deactivates Elemental Harmony.
Pokop deactivates Psionic Disruption.