Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.1 |
Addons | Possessor Bonus Class 1.5.0Donators/Buyers bonus! 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:
Items Vault 1.4.8Donators/Buyers bonus! Class Start Priority 1.4.9Edits class birth descriptions to ignore the lore-based race checks when assigning the starting zone. Any race that is not flagged with a no-start-override (i.e. all standard races aside from undead) will now be able to begin in class-based starting areas, such as those for Archmages and Chronomancers. Notably, this should allow most addon races to access these starting areas. 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:
Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Cornac |
Class | Archer |
Level / Exp | 50 / 454% |
Size | huge |
Lifes / Deaths | Killed by Xanewe the red jelly at level 17 on the 73rd Dusk 122nd year of Ascendancy at 02:54 0 / 9Killed by Velyth the umbral horror at level 18 on the 1st Haze 122nd year of Ascendancy at 10:15 Killed by Bethydata the broken golem at level 23 on the 43rd Haze 122nd year of Ascendancy at 19:57 Killed by Emelyldamira the ogre mauler at level 24 on the 50th Haze 122nd year of Ascendancy at 23:30 Killed by Grand Corruptor at level 27 on the 2nd Decay 122nd year of Ascendancy at 13:26 Killed by Betewe the brown bear at level 33 on the 10th Pyre 123rd year of Ascendancy at 13:15 Killed by orc pyromancer at level 41 on the 49th Dusk 123rd year of Ascendancy at 06:04 Killed by Glevena the Neverdead at level 50 on the 20th Regrowth 124th year of Ascendancy at 11:09 Killed by Ce'Nyma the eternal bone giant at level 50 on the 23rd Regrowth 124th year of Ascendancy at 17:23 |
Primary Stats
Strength | 90 (base 60) |
Dexterity | 85 (base 65) |
Constitution | 43 (base 10) |
Magic | 49 (base 16) |
Willpower | 87 (base 45) |
Cunning | 92 (base 46) |
Resources
Mana | 0/779 |
Equilibrium | 20 |
Life | -144/1242 |
Positive | 0/197 |
Stamina | 210/348 |
Healing Factor | 1.3723943661972 |
Regeneration | 227.28223098592 |
Speed
Mental | +40% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 9 |
See Stealth | 77.812641529265 |
See Invisible | 77.812641529265 |
ESP Range | 10 |
ESP Kinds | animal/canine, dragon |
Offense: Mainhand
Damage | 211 |
Accuracy | 84 |
Crit Chance | 101% |
APR | 52 |
Speed | 0.57 |
Offense: Spell
Spellpower | 48 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 59 |
Crit Chance | 39% |
Speed | 1 |
Offense: Damage Bonus
All | +2% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 93.723073231957 (93.924050632911%) |
Defense | 43 |
Ranged Defense | 43 |
Fatigue | 23 |
Physical Save | 53 |
Spell Save | 68 |
Mental Save | 58 |
Defense: Resistances
All | + 27%( 70%) |
Defense: Immunities
Stun Resistance | 40% |
Bleed Resistance | 50% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Pinning Resistance | 0% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 20% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 812 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 22% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 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 19 for 11 turns. While Heroism is active, you will only die when reaching -813 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 Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 14. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Sniper | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Munitions | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Technique / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Technique / Archery prowess | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Reflexes | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 3/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Mobility | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Aim |
talent | Intuitive Shots |
talent | Piercing Ammunition |
talent | Elemental Harmony |
beneficial effect | The target is immune to all detrimental effects. Draconic Will |
beneficial effect | Increases attack speed by 30%. Bullseye |
detrimental effect | Zone-wide effect: +10% temporal damage, -10% temporal resistance, -10% spell save, -20% pinning immunity. Impossible geometries |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+20). Continuum Destabilization |
beneficial effect | A flow of life spins around the target, regenerating 162.36 life per turn. Regeneration |
beneficial effect | Increases all resists by 12%. Elemental Harmony |
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 |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You failed to protect the lost anorithil from death by dragonsfire trap. Escort: lost anorithil (level 6 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Unflinching Resolve (+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 Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Dreadfell. Escort: temporal explorer (level 2 of Dreadfell)As a reward you improved talent Foresight (+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. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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 Shade. | 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. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 929. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 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. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | [vs. Boots of the Hunter (2 def, 12 armour) (On feet)] Boots of the Hunter (2 def, 12 armour)Boots of the Hunter (2 def, 12 armour) Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 (-) Physical power: +12 (+2 eff.) (-) Armour: +12 (-) Defense: +2 (+0 eff.) (-) Fatigue: +8% (-) Talent masteries: +0.20(-) Cursed / Endless hunt +0.20(-) Cunning / Trapping +0.20(-) Cursed / Predator Spell save: +10 (+3 eff.) (-) Mental save: +10 (+3 eff.) (-) Stun/Freeze immunity: +40% (-) Maximum life: +80.00 (-) Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 20 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Quiver | [vs. Blackpython (6/19, 70.5-98.7 power, 29 apr) (Quiver, 1 of 2)] Blackpython (6/19, 70.5-98.7 power, 29 apr)Blackpython (6/19, 70.5-98.7 power, 29 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 70.5 - 98.7 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Accuracy: +35 (-) Armour Penetration: +29 (-) Crit. chance: +43.0% (-) Capacity: 19 (-) On weapon hit: * 30% chance to disease On weapon crit: * cripple the target Travel speed: +200% (-) Damage (Ranged): +27(-) blight / +16(-) darkness Burst (radius 1) on hit: +12(-) darkness Burst (radius 2) on crit: +24(-) darkness Arrows are used with bows to pierce your foes to death. Tap to cycle through comparison choices |
Light source | [vs. Eldritch Pearl (Light source)] Eldritch PearlEldritch Pearl Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) (-) Changes stats: +4(-) Str / +4(-) Dex / +4(-) Mag / +4(-) Wil / +4(-) Cun / +4(-) Con / -5(-) Lck Allows you to breathe in: water Spellpower: +12 (+4 eff.) (-) Light radius: +6 (-) It can be used to activate talent Tidal Wave (costing 48 power out of 150/150) : Effective talent level: 4.0 Power cost: 48 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 24.33 cold damage and 25.52 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
On head | [vs. The Black Crown (0 def, 15 armour) (On head)] The Black Crown (0 def, 15 armour)The Black Crown (0 def, 15 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 (-) Fatigue: +5% (-) Changes stats: +10(-) Con / +10(-) Wil Changes resistances: +20%(-) darkness / +20%(-) blight Talent masteries: +0.20(-) Corruption / Demon seeds +0.20(-) Corruption / Demonic pact Physical save: +15 (+5 eff.) (-) Spell save: +15 (+4 eff.) (-) Mental save: +15 (+5 eff.) (-) Shadow Power: +5 (-) Increases all saves by your Shadow Power. "For the demon who has everything." |
Tool | [vs. Layedheda [power 28] (18 cooldown) (Tool)] Layedheda [power 28] (18 cooldown)Layedheda [power 28] (18 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +10(-) Mag Changes resistances: +6%(-) mind Critical mult.: +20.00% (-) Spell save: +20 (+5 eff.) (-) Spellpower on spell critical (stacks up to 3 times): +4 (-) It can be used to teleport randomly (rad 28), putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
On fingers | [vs. Chargepride the voratun ring (On fingers, 1 of 2)] Chargepride the voratun ringChargepride the voratun ring Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) (-) Effects on melee hit: * 17% chance to cause random gloom Damage (Melee): 0(-17) item mind gloom / 25(-) bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 0(-20) item mind gloom / 21(-) bleed Changes stats: +10(-) Str / +8(-) Wil / +17(-) Cun / +10(-) Con Changes resistances: +3%(-) lightning / +6%(-) acid / +3%(-) nature / +3%(-) darkness Changes damage: +6%(-) lightning / +15%(-) fire Spell save: +9 (+3 eff.) (-) Hate when firing a critical mind attack: +3.00 (-) Maximum hate: +15.00 (-) Mindpower: +14 (+5 eff.) (-) It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. Tap to cycle through comparison choices |
On fingers | [vs. Chargepride the voratun ring (On fingers, 1 of 2)] BloodcallerBloodcaller Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +0 (+0 eff.) (-15 (-3 eff.)) Fatigue: -5% Damage (Melee): 0(-17) item mind gloom / 0(-25) bleed Damage (Ranged): 0(-20) item mind gloom / 0(-21) bleed Changes stats: +0(-10) Str / +0(-8) Wil / +0(-17) Cun / +0(-10) Con Changes resistances: +0%(-3%) lightning / +0%(-6%) acid / +0%(-3%) nature / +0%(-3%) darkness Changes damage: +0%(-6%) lightning / +0%(-15%) fire Spell save: +0 (+0 eff.) (-9 (-3 eff.)) Mental save: -7 (-2 eff.) Hate when firing a critical mind attack: +0.00 (-3.00) Maximum hate: +0.00 (-15.00) Mindpower: +0 (+0 eff.) (-14 (-5 eff.)) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. Tap to cycle through comparison choices |
Around waist | [vs. drakeskin leather belt 'Tempestriver' (Around waist)] drakeskin leather belt 'Tempestriver'drakeskin leather belt 'Tempestriver' Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +1 (-) Physical crit. chance: +13.0% (-) Physical power: +24 (+5 eff.) (-) Armour: +6 (-) Changes stats: +9(-) Str / +6(-) Dex / +6(-) Cun / +6(-) Con Changes resistances: +15%(-) lightning / +15%(-) temporal / +3%(-) physical Changes damage: +6%(-) lightning / +3%(-) fire Critical mult.: +3.00% (-) Physical save: +15 (+5 eff.) (-) Spell save: +15 (+4 eff.) (-) Mental crit. chance: +15% (-) Size category: +2 (-) A belt that goes around your waist. |
In main hand | [vs. Rainpain (In main hand, 1 of 2)] RainpainRainpain Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% (-) Firing range: +10 (-) When this weapon hits: Arcane Vortex (10% chance level 3). When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Accuracy: +44 (+9 eff.) (-) Physical crit. chance: +22.0% (-) Changes stats: +1(-) Str / +6(-) Mag Changes resistances: +6%(-) nature / +3%(-) light Changes damage: +21%(-) arcane / +3%(-) nature Grants telepathy: Dragon Spellpower: +23 (+8 eff.) (-) Longbows are used to shoot arrows at your foes. Tap to cycle through comparison choices |
On hands | [vs. heroic drakeskin leather gloves of dispersion (0 def, 8 armour) (On hands)] heroic drakeskin leather gloves of dispersion (0 def, 8 armour)heroic drakeskin leather gloves of dispersion (0 def, 8 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 (-) Damage (Melee): 15(-) arcane Changes stats: +9(-) Wil / +7(-) Mag Changes resistances: +9%(-) arcane Mental save: +11 (+4 eff.) (-) Maximum life: +62.00 (-) It can be used to activate talent Disperse Magic, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | [vs. The Black Plate (25 def, 35 armour) (Main armor)] The Black Plate (25 def, 35 armour)The Black Plate (25 def, 35 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) (-) Armour: +35 (-) Defense: +25 (+10 eff.) (-) Fatigue: +15% (-) Changes stats: +6(-) Wil / +4(-) Cun / +3(-) Con Changes resistances: +15%(-) acid / +20%(-) darkness / +15%(-) blight / +25%(-) fire / +20%(-) cold Talent masteries: +0.20(-) Corruption / Doom covenant +0.20(-) Corruption / Oppression +0.20(-) Corruption / Wrath +0.20(-) Corruption / Infernal combat Physical save: +15 (+5 eff.) (-) Spell save: +25 (+7 eff.) (-) Confusion immunity: +100% (-) Fear immunity: +100% (-) Light radius: -2 (-) Infravision radius: +3 (-) Shadow Power: +10 (-) Grants physical power equal to your Shadow Power. Activating this item is instant. It can be used to activate talent Link of Pain (costing 9 power out of 15/15) : Effective talent level: 3.6 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Is: a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 73% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" |
Cloak | [vs. Cloth of Dreams (10 def, 0 armour) (Cloak)] Cloth of Dreams (10 def, 0 armour)Cloth of Dreams (10 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) (-) Changes stats: +6(-) Cun / +5(-) Wil Changes resistances: +15%(-) mind Talent masteries: +0.10(-) Psionic / Dreaming +0.10(-) Psionic / Slumber Physical save: +10 (+3 eff.) (-) Spell save: +10 (+3 eff.) (-) Mental save: +10 (+3 eff.) (-) Mindpower: +6 (+2 eff.) (-) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 6 power out of 25/25) : Effective talent level: 3.3 Power cost: 6 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 62 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 80% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Around neck | [vs. enraging steel amulet of healing (Around neck)] enraging steel amulet of healingenraging steel amulet of healing Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +7 (+1 eff.) (-) Changes damage: +5%(-) physical Cut immunity: +50% (-) Combat speed: +10% (-) Healing mod.: +14% (-) It can be used to activate talent Heal, placing all other charms into a 21 cooldown : Effective talent level: 2.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 311 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
healing infusion of the duelist (heal 254) healing infusion of the duelist (heal 254)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 254 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. Infusion: Regeneration [regeneration infusion of the sneak (heal 713 over 5 turns)] (on body)] regeneration infusion of the sneak (heal 636 over 5 turns)regeneration infusion of the sneak (heal 636 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 636(-176) life over 5(-) turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the duelist (rad 7; power 61; turns 4; dispels darkness) sun infusion of the duelist (rad 7; power 61; turns 4; dispels darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 30). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 61) for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. Infusion: Wild [wild infusion of the titan (resist 17%; cure mental, physical)] (on body, 1 of 2)] wild infusion (resist 17%; cure mental, physical)wild infusion (resist 17%; cure mental, physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 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 cure yourself of one random mental or physical effect and reduce all damage taken by 17%(-3%) for 4(-3) turns. Also removes cross-tier effects of the affected types for free. 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. Tap to cycle through comparison choices |
[vs. Infusion: Wild [wild infusion of the titan (resist 17%; cure mental, physical)] (on body, 1 of 2)] wild infusion (resist 21%; cure magical, physical)wild infusion (resist 21%; cure magical, physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random +magical, physical or -mental effect and reduce all damage taken by 21%(+1%) for 4(-3) turns. Also removes cross-tier effects of the affected types for free. 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. Tap to cycle through comparison choices |
[vs. Infusion: Wild [wild infusion of the titan (resist 17%; cure mental, physical)] (on body, 1 of 2)] wild infusion of the duelist (resist 28%; cure magical, physical)wild infusion of the duelist (resist 28%; cure magical, physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random +magical, physical or -mental effect and reduce all damage taken by 28%(+7%) for 6(-1) turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your -Constitution, +Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Tap to cycle through comparison choices |
insidious poison infusion of the duelist (73 nature damage, 33% healing reduction) insidious poison infusion of the duelist (73 nature damage, 33% 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: 23 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 73.20 nature damage per turn for 7 turns, and reducing the target's healing received by 33%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (772% speed; 7 turns) movement infusion of the psychic (772% speed; 7 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 772% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Primal Infusion (affinity 14%; cure magical, physical, mental) Primal Infusion (affinity 14%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 14% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
[vs. Infusion: Heroism [heroism infusion of the duelist (+19 for 11 turns, die at -805)] (on body)] heroism infusion of the titan (+12 for 11 turns, die at -731)heroism infusion of the titan (+12 for 11 turns, die at -731) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 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 12(-7) for 11(-) turns. While Heroism is active, you will only die when reaching -731(+82) 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 -Dexterity, +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. |
manasurge rune (1099% regen over 10 turns; 55 instant mana) manasurge rune (1099% regen over 10 turns; 55 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1099% for 10 turns and instantly restoring 55 mana. Also when resting your mana will regenerate at 0.5 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. |
phase door rune of the warrior (range 16; power 42; dur 6) phase door rune of the warrior (range 16; power 42; dur 6)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 16. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 42%, your defense is increased by 42 and all your resistances by 42%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune of the warrior (285 acid damage; disarm 5 turns with power 63) acid wave rune of the warrior (285 acid damage; disarm 5 turns with power 63)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 284.58 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 63 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the duelist (170 cold damage; freeze 3 turns with power 61) biting gale rune of the duelist (170 cold damage; freeze 3 turns with power 61)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 170.34 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 61 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. 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. |
heat beam rune of the duelist (436 fire damage) heat beam rune of the duelist (436 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 435.60 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your 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. |
shielding rune of the psychic (absorb 719 for 8 turns) shielding rune of the psychic (absorb 719 for 8 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 719 damage for 8 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the duelist (range 179) teleportation rune of the duelist (range 179)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 179 with a minimum range of 15. 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. |
vision rune (radius 12; dur 23; see dragon) vision rune (radius 12; dur 23; see dragon)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (12 radius) and to allow you to see invisible and stealthed creatures (power 18) for 23 turns. Your mind will become more receptive for 23 turns, allowing you to sense any dragon around. 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. |
vision rune (radius 12; dur 19; see horror) vision rune (radius 12; dur 19; see horror)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (12 radius) and to allow you to see invisible and stealthed creatures (power 18) for 19 turns. Your mind will become more receptive for 19 turns, allowing you to sense any horror around. 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. |
vision rune (radius 9; dur 22; see demon) vision rune (radius 9; dur 22; see demon)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (9 radius) and to allow you to see invisible and stealthed creatures (power 24) for 22 turns. Your mind will become more receptive for 22 turns, allowing you to sense any demon around. 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. |
vision rune of the duelist (radius 13; dur 22; see animal) vision rune of the duelist (radius 13; dur 22; see animal)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (13 radius) and to allow you to see invisible and stealthed creatures (power 27) for 22 turns. Your mind will become more receptive for 22 turns, allowing you to sense any animal around. 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. |
vision rune of the titan (radius 12; dur 16; see undead) vision rune of the titan (radius 12; dur 16; see undead)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (12 radius) and to allow you to see invisible and stealthed creatures (power 20) for 16 turns. Your mind will become more receptive for 16 turns, allowing you to sense any undead around. 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. |
vision rune of the wizard (radius 11; dur 16; see humanoid) vision rune of the wizard (radius 11; dur 16; see humanoid)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (11 radius) and to allow you to see invisible and stealthed creatures (power 21) for 16 turns. Your mind will become more receptive for 16 turns, allowing you to sense any humanoid around. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Rune of the Rift (498.00 temporal damage, removed from time 4 turns) Rune of the Rift (498.00 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 557.76 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. |
invisibility rune of the duelist (power 17 for 10 turns) invisibility rune of the duelist (power 17 for 10 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: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 17) for 10 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. 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. |
lightning rune of the warrior (473 lightning damage) lightning rune of the warrior (473 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: 5 Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 157.70 to 473.10 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 Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
[vs. Rune: Controlled Phase Door [controlled phase door rune of the warrior (range 14)] (on body)] controlled phase door rune of the psychic (range 13)controlled phase door rune of the psychic (range 13) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11(-1) Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 13(-1). Its effects scale with your -Strength, +Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand 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. |
[vs. enraging steel amulet of healing (Around neck)] warrior's gold amulet of manastreamingwarrior's gold amulet of manastreaming Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +0 (+0 eff.) (-7 (-1 eff.)) Changes stats: +1 Mag Changes resistances: +7% physical Changes damage: +0%(-5%) physical Cut immunity: +0% (-50%) Stamina each turn: +0.20 Mana each turn: +0.10 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +20.00 Combat speed: +0% (-10%) Healing mod.: +0% (-14%) Amulets can have magical properties. |
[vs. enraging steel amulet of healing (Around neck)] voratun amuletvoratun amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +0 (+0 eff.) (-7 (-1 eff.)) Changes damage: +0%(-5%) physical Cut immunity: +0% (-50%) Combat speed: +0% (-10%) Healing mod.: +0% (-14%) 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. |
[vs. Chargepride the voratun ring (On fingers, 1 of 2)] PolilrawePolilrawe Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +0 (+0 eff.) (-15 (-3 eff.)) Defense: +21 (+7 eff.) Ranged Defense: +9 (+3 eff.) Damage (Melee): 0(-17) item mind gloom / 0(-25) bleed Damage (Ranged): 0(-20) item mind gloom / 0(-21) bleed Changes stats: +0(-10) Str / +0(-8) Wil / +6(-11) Cun / +0(-10) Con Changes resistances: +0%(-3%) lightning / +0%(-3%) darkness / +0%(-6%) acid / +12% fire / +5% arcane / +0%(-3%) nature Changes resistances penetration: +25% blight Changes damage: +0%(-6%) lightning / +0%(-15%) fire Spell save: +30 (+8 eff.) (+21 (+5 eff.)) Teleport immunity: +30% Hate when firing a critical mind attack: +0.00 (-3.00) Maximum hate: +0.00 (-15.00) Mindpower: +0 (+0 eff.) (-14 (-5 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Chargepride the voratun ring (On fingers, 1 of 2)] Wheel of FateWheel of Fate Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Physical power: +0 (+0 eff.) (-15 (-3 eff.)) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 0(-17) item mind gloom / 0(-25) bleed Damage (Ranged): 0(-20) item mind gloom / 0(-21) bleed Damage when hit (Melee): 12 arcane / 8 temporal Changes stats: +0(-10) Str / +9 Dex / +8 Mag / +8(-) Wil / +8(-9) Cun / +0(-10) Con Changes resistances: +0%(-3%) lightning / +0%(-3%) darkness / +0%(-6%) acid / +5% arcane / +0%(-3%) nature Changes resistances penetration: +10% arcane Changes damage: +0%(-6%) lightning / +9% temporal / +0%(-15%) fire Spell save: +0 (+0 eff.) (-9 (-3 eff.)) Disarm immunity: +44% Pinning immunity: +39% Knockback immunity: +35% Hate when firing a critical mind attack: +0.00 (-3.00) Maximum life: +44.00 Maximum hate: +0.00 (-15.00) Spellpower: +10 (+3 eff.) Mindpower: +0 (+0 eff.) (-14 (-5 eff.)) It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? Tap to cycle through comparison choices |
[vs. Chargepride the voratun ring (On fingers, 1 of 2)] voratun ringvoratun ring 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +0 (+0 eff.) (-15 (-3 eff.)) Damage (Melee): 0(-17) item mind gloom / 0(-25) bleed Damage (Ranged): 0(-20) item mind gloom / 0(-21) bleed Changes stats: +0(-10) Str / +0(-8) Wil / +0(-17) Cun / +0(-10) Con Changes resistances: +0%(-3%) lightning / +0%(-6%) acid / +0%(-3%) nature / +0%(-3%) darkness Changes damage: +0%(-6%) lightning / +0%(-15%) fire Spell save: +0 (+0 eff.) (-9 (-3 eff.)) Hate when firing a critical mind attack: +0.00 (-3.00) Maximum hate: +0.00 (-15.00) Mindpower: +0 (+0 eff.) (-14 (-5 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Chargepride the voratun ring (On fingers, 1 of 2)] voratun ringvoratun ring 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +0 (+0 eff.) (-15 (-3 eff.)) Damage (Melee): 0(-17) item mind gloom / 0(-25) bleed Damage (Ranged): 0(-20) item mind gloom / 0(-21) bleed Changes stats: +0(-10) Str / +0(-8) Wil / +0(-17) Cun / +0(-10) Con Changes resistances: +0%(-3%) lightning / +0%(-6%) acid / +0%(-3%) nature / +0%(-3%) darkness Changes damage: +0%(-6%) lightning / +0%(-15%) fire Spell save: +0 (+0 eff.) (-9 (-3 eff.)) Hate when firing a critical mind attack: +0.00 (-3.00) Maximum hate: +0.00 (-15.00) Mindpower: +0 (+0 eff.) (-14 (-5 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Rainpain (In main hand, 1 of 2)] dragonbone starstaff (30-36 power, 6 apr, light element)This item will automatically be transmogrified when you leave the level. dragonbone starstaff (30-36 power, 6 apr, light element) Requires: - Magic 48 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0(+30.0 - +36.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% (-25%) Firing range: +0 (-10) When this weapon hits: Arcane Vortex (10% chance level 3). When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Accuracy: +0 (+0 eff.) (-44 (-9 eff.)) Physical crit. chance: +0.0% (-22.0%) Changes stats: +0(-1) Str / +0(-6) Mag Changes resistances: +0%(-6%) nature / +0%(-3%) light Changes damage: +0%(-3%) nature / +30% light / +0%(-21%) arcane Grants telepathy: Dragon Talent granted: +1 Command Staff Spellpower: +15 (+5 eff.) (-8 (-3 eff.)) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. Rainpain (In main hand, 1 of 2)] drakeskin leather sling of recursionThis item will automatically be transmogrified when you leave the level. drakeskin leather sling of recursion Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 5 Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% (-) Firing range: +10 (-) When this weapon hits: Arcane Vortex (10% chance level 3). When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Accuracy: +0 (+0 eff.) (-44 (-9 eff.)) Physical crit. chance: +0.0% (-22.0%) Changes stats: +0(-1) Str / +0(-6) Mag Changes resistances: +0%(-6%) nature / +0%(-3%) light Changes damage: +0%(-21%) arcane / +0%(-3%) nature Grants telepathy: Dragon Spellpower: +0 (+0 eff.) (-23 (-8 eff.)) Slings are used to hurl stones or metal shots at your foes. Tap to cycle through comparison choices |
[vs. The Black Crown (0 def, 15 armour) (On head)] drakeskin leather cap 'Hureblek' (0 def, 5 armour)drakeskin leather cap 'Hureblek' (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 (-10) Fatigue: +5% (-) Damage when hit (Melee): 9 physical Changes stats: +5 Str / +0(-10) Wil / +2(-8) Con Changes resistances: +0%(-20%) blight / +20% cold / +0%(-20%) darkness Changes resistances penetration: +15% mind Changes damage: +12% mind Talent masteries: +0.00(-0.20) Corruption / Demon seeds +0.00(-0.20) Corruption / Demonic pact Allows you to breathe in: water Reduces incoming crit damage: 15.00% Physical save: +0 (+0 eff.) (-15 (-5 eff.)) Spell save: +0 (+0 eff.) (-15 (-4 eff.)) Mental save: +0 (+0 eff.) (-15 (-5 eff.)) Stamina when hit: +3.00 Equilibrium when hit: +2.70 Maximum psi: +30.00 Shadow Power: +0 (-5) It can be used to activate talent Skullcracker, 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: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 549.3 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 turquoise 4 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. |
6 bloodstone 6 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. |
10 diamond 10 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. |
16 moonstone 16 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 pearl 9 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. |
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. |
[vs. Blackpython (6/19, 70.5-98.7 power, 29 apr) (Quiver, 1 of 2)] 98 alchemist agate98 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 Accuracy: +0 (-35) Armour Penetration: +0 (-29) Crit. chance: +0.0% (-43.0%) Capacity: 0 (-19) On weapon hit: * 0% chance to disease (-30%) On weapon crit: - cripple the target Travel speed: +0% (-200%) Damage (Ranged): +0(-27) blight / +0(-16) darkness Burst (radius 1) on hit: +0(-12) darkness Burst (radius 2) on crit: +0(-24) darkness When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 60 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
[vs. Layedheda [power 28] (18 cooldown) (Tool)] Tooth of the Mouth (dig speed 12 turns)Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes stats: +0(-10) Mag Changes resistances: +0%(-6%) mind Changes damage: +4% blight Critical mult.: +0.00% (-20.00%) Spell save: +0 (+0 eff.) (-20 (-5 eff.)) Spellpower on spell critical (stacks up to 3 times): +0 (-4) When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
[vs. Layedheda [power 28] (18 cooldown) (Tool)] woodsman's voratun pickaxe (dig speed 22 turns)This item will automatically be transmogrified when you leave the level. woodsman's voratun pickaxe (dig speed 22 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +0(-10) Mag Changes resistances: +14% nature / +0%(-6%) mind Changes damage: +10% nature Critical mult.: +0.00% (-20.00%) Spell save: +0 (+0 eff.) (-20 (-5 eff.)) Spellpower on spell critical (stacks up to 3 times): +0 (-4) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. Layedheda [power 28] (18 cooldown) (Tool)] Eye of the Dreaming OneEye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +0(-10) Mag / +5 Wil Changes resistances: +0%(-6%) mind Critical mult.: +0.00% (-20.00%) Spell save: +0 (+0 eff.) (-20 (-5 eff.)) Mental save: +10 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +0 (-4) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 12 power out of 25/25) : Effective talent level: 3.3 Power cost: 12 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 4 turns, rendering them unable to act. Every 15 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 80% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of 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. |
[vs. Layedheda [power 28] (18 cooldown) (Tool)] Purerigor [power 5] (6 cooldown)Purerigor [power 5] (6 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +2 Armour: +6 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +0(-10) Mag Changes resistances: +0%(-6%) mind Maximum wards: +2 physical / +4 mind / +5 darkness Changes resistances penetration: +10% nature Changes damage: +12% nature Talent granted: +1 Ward Critical mult.: +0.00% (-20.00%) Spell save: +0 (+0 eff.) (-20 (-5 eff.)) Life regen: +1.00 Spellpower on spell critical (stacks up to 3 times): +0 (-4) Maximum stamina: +15.00 It can be used to absorb and nullify at most 5 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. Layedheda [power 28] (18 cooldown) (Tool)] yew totem of cure ailments [power 3] (6 cooldown)yew totem of cure ailments [power 3] (6 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +0(-10) Mag Changes resistances: +0%(-6%) mind Critical mult.: +0.00% (-20.00%) Spell save: +0 (+0 eff.) (-20 (-5 eff.)) Spellpower on spell critical (stacks up to 3 times): +0 (-4) It can be used to remove up to 3 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 6 turns. Natural totems are made by powerful wilders to store nature power. |
[vs. Layedheda [power 28] (18 cooldown) (Tool)] supercharged yew wand of clairvoyance [power 13] (5 cooldown)supercharged yew wand of clairvoyance [power 13] (5 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes stats: +0(-10) Mag Changes resistances: +0%(-6%) mind Critical mult.: +0.00% (-20.00%) Spell save: +0 (+0 eff.) (-20 (-5 eff.)) Spellpower on spell critical (stacks up to 3 times): +0 (-4) It can be used to reveal the area around you, dispelling darkness (radius 13, power 66 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 5 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
[vs. Layedheda [power 28] (18 cooldown) (Tool)] shadowy elven-wood wand of trap destruction [power 86] (9 cooldown)shadowy elven-wood wand of trap destruction [power 86] (9 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Changes stats: +0(-10) Mag Changes resistances: +0%(-6%) mind Critical mult.: +0.00% (-20.00%) Spell save: +0 (+0 eff.) (-20 (-5 eff.)) Spellpower on spell critical (stacks up to 3 times): +0 (-4) It can be used to disarm traps (86 bonus disarm power, based on Magic) along a range 3 line, putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 7 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Galdon the Cornac Archer level 31
3rd Allure 123rd year of Ascendancy at 19:18 see stats
By Galdon the Cornac Archer level 26
75th Haze 122nd year of Ascendancy at 22:25 see stats
By Galdon the Cornac Archer level 30
1st Allure 123rd year of Ascendancy at 12:00 see stats
By Galdon the Cornac Archer level 37
31st Pyre 123rd year of Ascendancy at 08:10 see stats
By Galdon the Cornac Archer level 46
53rd Haze 123rd year of Ascendancy at 15:21 see stats
By Galdon the Cornac Archer level 36
27th Pyre 123rd year of Ascendancy at 20:12 see stats
By Galdon the Cornac Archer level 39
23rd Dusk 123rd year of Ascendancy at 05:29 see stats
By Galdon the Cornac Archer level 14
14th Dusk 122nd year of Ascendancy at 20:06 see stats
By Galdon the Cornac Archer level 47
62nd Haze 123rd year of Ascendancy at 23:00 see stats
By Galdon the Cornac Archer level 38
44th Pyre 123rd year of Ascendancy at 14:50 see stats
By Galdon the Cornac Archer level 35
24th Pyre 123rd year of Ascendancy at 15:56 see stats
By Galdon the Cornac Archer level 33
1st Time of Balance 123rd year of Ascendancy at 23:13 see stats
By Galdon the Cornac Archer level 21
15th Haze 122nd year of Ascendancy at 06:09 see stats
By Galdon the Cornac Archer level 20
6th Haze 122nd year of Ascendancy at 16:56 see stats
By Galdon the Cornac Archer level 23
48th Haze 122nd year of Ascendancy at 09:34 see stats
By Galdon the Cornac Archer level 50
20th Regrowth 124th year of Ascendancy at 15:24 see stats
By Galdon the Cornac Archer level 38
43rd Pyre 123rd year of Ascendancy at 22:03 see stats
By Galdon the Cornac Archer level 26
75th Haze 122nd year of Ascendancy at 21:50 see stats
By Galdon the Cornac Archer level 48
65th Haze 123rd year of Ascendancy at 22:03 see stats
By Galdon the Cornac Archer level 10
8th Mirth 122nd year of Ascendancy at 09:40 see stats
By Galdon the Cornac Archer level 20
6th Haze 122nd year of Ascendancy at 14:13 see stats
By Galdon the Cornac Archer level 30
2nd Wintertide 123rd year of Ascendancy at 13:09 see stats
By Galdon the Cornac Archer level 40
23rd Dusk 123rd year of Ascendancy at 06:06 see stats
By Galdon the Cornac Archer level 50
1st Decay 123rd year of Ascendancy at 07:58 see stats
By Galdon the Cornac Archer level 50
5th Regrowth 124th year of Ascendancy at 10:22 see stats
By Galdon the Cornac Archer level 49
73rd Haze 123rd year of Ascendancy at 22:56 see stats
By Galdon the Cornac Archer level 15
64th Dusk 122nd year of Ascendancy at 12:13 see stats
By Galdon the Cornac Archer level 50
21st Regrowth 124th year of Ascendancy at 19:25 see stats
By Galdon the Cornac Archer level 31
33rd Regrowth 123rd year of Ascendancy at 15:41 see stats
By Galdon the Cornac Archer level 35
24th Pyre 123rd year of Ascendancy at 20:51 see stats
By Galdon the Cornac Archer level 26
75th Haze 122nd year of Ascendancy at 22:25 see stats
By Galdon the Cornac Archer level 39
13rd Dusk 123rd year of Ascendancy at 07:56 see stats
By Galdon the Cornac Archer level 7
79th Pyre 122nd year of Ascendancy at 01:58 see stats
By Galdon the Cornac Archer level 26
75th Haze 122nd year of Ascendancy at 22:25 see stats
By Galdon the Cornac Archer level 14
45th Dusk 122nd year of Ascendancy at 22:00 see stats
By Galdon the Cornac Archer level 41
63rd Dusk 123rd year of Ascendancy at 18:22 see stats
By Galdon the Cornac Archer level 24
55th Haze 122nd year of Ascendancy at 09:20 see stats
By Galdon the Cornac Archer level 31
34th Regrowth 123rd year of Ascendancy at 20:54 see stats
By Galdon the Cornac Archer level 22
15th Haze 122nd year of Ascendancy at 10:52 see stats
By Galdon the Cornac Archer level 50
20th Regrowth 124th year of Ascendancy at 11:09 see stats
By Galdon the Cornac Archer level 29
2nd Wintertide 123rd year of Ascendancy at 13:09 see stats
Log
Piercing Ammunition hits Ce'Nyma the eternal bone giant for (12 to psi shield), 2 physical (2 total damage).
Arcane Vortex from Galdon hits Ce'Nyma the eternal bone giant for 20 arcane damage.
Galdon's Intuitive Shots hits Ce'Nyma the eternal bone giant for (41 parried), (60 to psi shield), 12 physical, 3 darkness, (1 to psi shield), 0 physical, 3 blight, 2 darkness (20 total damage).
Ce'Nyma the eternal bone giant uses Throwing Knives.
Talent Infusion: Regeneration is ready to use.
Galdon uses Volley.
Galdon shoots!
Galdon leeches life from Ce'Nyma the eternal bone giant!
Piercing Ammunition hits Ce'Nyma the eternal bone giant for (12 to psi shield), 2 physical, (12 to psi shield), 2 physical (5 total damage).
Galdon's Volley hits Ce'Nyma the eternal bone giant for (41 parried), (90 to psi shield), 18 physical, 3 darkness, (1 to psi shield), 0 physical, 3 blight, 2 darkness (26 total damage).
Galdon's Volley hits Ce'Nyma the eternal bone giant for (41 parried), (43 to psi shield), 8 physical, 3 darkness, (1 to psi shield), 0 physical, 3 blight, 2 darkness (17 total damage).
Galdon's Shoot performs a ranged critical strike against Ce'Nyma the eternal bone giant!
Ce'Nyma the eternal bone giant shrugs off the critical damage!
Galdon leeches life from Ce'Nyma the eternal bone giant!
Piercing Ammunition hits Ce'Nyma the eternal bone giant for (12 to psi shield), 2 physical (2 total damage).
Galdon's Shoot hits Ce'Nyma the eternal bone giant for (82 to psi shield), 16 physical, 3 darkness, (1 to psi shield), 0 physical, 3 blight, 2 darkness, 4 darkness (28 total damage).
Galdon receives 7 healing from Ce'Nyma the eternal bone giant.
Ce'Nyma the eternal bone giant's Throwing Knife performs a melee critical strike against Galdon!
Ce'Nyma the eternal bone giant's Throwing Knife hits Galdon for 187 physical, 5 blight, 25 physical, 18 lightning (235 total damage).
Galdon uses Infusion: Regeneration.
Galdon starts regenerating health quickly.
Arcane Vortex from Galdon hits Ce'Nyma the eternal bone giant for 13 arcane damage.
Ce'Nyma the eternal bone giant uses Heartseeker.
Ce'Nyma the eternal bone giant strikes Galdon with hidden blades!
Ce'Nyma the eternal bone giant performs a melee critical strike against Galdon!
Ce'Nyma the eternal bone giant performs a melee critical strike against Galdon!
Ce'Nyma the eternal bone giant performs a melee critical strike against Galdon!
Saving game...