Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Skeleton |
Class | Temporal Warden |
Level / Exp | 32 / 6% |
Size | medium |
Lifes / Deaths | Killed by Neruma the elven mage at level 13 on the 37th Dusk 122nd year of Ascendancy at 16:34 0 / 8Killed by Silanor the black bear at level 14 on the 40th Dusk 122nd year of Ascendancy at 11:43 Killed by Polomira the fox at level 15 on the 49th Dusk 122nd year of Ascendancy at 09:30 Killed by Islowe the wolf at level 23 on the 1st Time of Equilibrium 122nd year of Ascendancy at 22:10 Killed by Gelle the xorn at level 32 on the 8th Allure 123rd year of Ascendancy at 18:35 Killed by Gelle the xorn at level 32 on the 8th Allure 123rd year of Ascendancy at 20:52 Killed by Gelle the xorn at level 32 on the 9th Allure 123rd year of Ascendancy at 00:34 Killed by Gelle the xorn at level 32 on the 9th Allure 123rd year of Ascendancy at 00:39 |
Primary Stats
Strength | 48 (base 20) |
Dexterity | 52 (base 18) |
Constitution | 53 (base 42) |
Magic | 84 (base 60) |
Willpower | 24 (base 12) |
Cunning | 34 (base 13) |
Resources
Life | -43/1155 |
Paradox | 322 |
Healing Factor | 1.49457841929 |
Regeneration | 10.835693539852 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +3.9079850466806E-12% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 2 |
See Stealth | 18.160725078835 |
See Invisible | 45.160725078835 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 95 |
Accuracy | 35 |
Crit Chance | 37% |
APR | 11 |
Speed | 1.00 |
Offense: Offhand
Damage | 44 |
Accuracy | 35 |
Crit Chance | 38% |
APR | 13 |
Speed | 1.00 |
Offense: Spell
Spellpower | 53 |
Crit Chance | 29% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 33% |
Speed | 1 |
Offense: Damage Bonus
Acid | +20% |
Light | +31% |
Cold | +20% |
Darkness | +11% |
Arcane | +20% |
Fire | +17% |
All | +2% |
Offense: Damage Penetration
Darkness | +5% |
Cold | +20% |
Arcane | +15% |
Fire | +20% |
Acid | +13% |
Defense: Base
Armour (hardiness) | 45.335093952971 (47.857809501309%) |
Defense | 38 |
Ranged Defense | 38 |
Fatigue | 21 |
Physical Save | 40 |
Spell Save | 34 |
Mental Save | 42 |
Defense: Resistances
Acid | + 47%( 70%) |
Blight | + 36%( 70%) |
Arcane | + 19%( 70%) |
Cold | + 30%( 70%) |
All | + 15%( 70%) |
Lightning | + 46%( 70%) |
Light | + 38%( 70%) |
Temporal | + 29%( 70%) |
Mind | + 23%( 70%) |
Darkness | + 24%( 70%) |
Fire | + 43%( 70%) |
Nature | + 36%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Bleed Resistance | 100% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Knockback Resistance | 10% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 520 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 93 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Cunning stat. |
Class Talents
Chronomancy / Spacetime Folding | 1.49 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Hounds | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Chronomancy / Chronomancy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Islowe the wolf. Escort: lost defiler (level 4 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 240. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed vampire lord fang. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. | 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 within9 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | Eradil the Coalsmash (0 def, 5 armour) Eradil the Coalsmash (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Effects on melee hit: * 20% chance to reduce all saves and defense by 17 Changes stats: +3 Str / +7 Dex / +3 Cun / +13 Lck Changes resistances: +9% mind Changes damage: +6% darkness Stealth bonus: +11 Infravision radius: +2 See invisible: +15 A pair of boots made of leather. |
Light source | void-walker's alchemist's lamp of the sun void-walker's alchemist's lamp of the sunPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +7% cold / +6% darkness / +6% temporal Changes damage: +8% light Damage affinity(heal): +5% light Light radius: +7 Defense after a teleport: +13 Resist all after a teleport: +13% New effects duration reduction after a teleport: +15% It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 180.74 light damage. At talent level 3 you gain 27% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | cashmere wizard hat 'Voridavena' (2 def, 0 armour) cashmere wizard hat 'Voridavena' (2 def, 0 armour)Requires: - Level 15 Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Mag / +3 Wil / +4 Cun / +3 Con Changes resistances: +5% lightning / +5% temporal / +5% light / +4% fire / +5% nature / +11% acid / +5% blight / +5% cold / +5% darkness Changes resistances penetration: +15% arcane Changes damage: +12% arcane Mental save: +17 (+6 eff.) Disease immunity: +10% Disarm immunity: +20% Mental crit. chance: +6% It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 60 Mind damage and spreads amongst your foes, dealing damage and feeding you 2.3 Hate for each new victim. Each turn for 2 turns, the initial victim will spread the whisper to a new target within 2 tiles if one is available; beyond this, all affected targets have a 21% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... This item has been sent to the Item's Vault. |
On hands | voratun gauntlets 'Zanedrablek' (0 def, 7 armour) voratun gauntlets 'Zanedrablek' (0 def, 7 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +15.0% Armour: +7 Fatigue: +5% Damage (Melee): 9 acid Changes stats: +4 Wil Changes resistances: +7% acid Changes damage: +5% acid Critical mult.: +12.00% Mental save: +10 (+3 eff.) Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +70.00 Spellpower: +10 (+4 eff.) Spell crit. chance: +12% Mental crit. chance: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | dragonbone totem of healing 'Charlace' [power 530] (14/15 cooldown) dragonbone totem of healing 'Charlace' [power 530] (14/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes resistances: +9% fire Changes resistances penetration: +10% cold / +20% fire Changes damage: +12% cold / +15% fire See invisible: +12 It can be used to heal yourself and all friendly characters within 10 spaces for 530 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | savior's gold ring of luminosity savior's gold ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 18 light Damage (Ranged): 15 light Changes stats: +3 Mag Changes damage: +10% light Physical save: +7 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +6 (+2 eff.) Rings make your fingers look great! |
On fingers | pixie's steel ring of light (+22%) pixie's steel ring of light (+22%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Cun / +2 Mag Changes resistances: +22% light Changes damage: +11% light Spellpower: +7 (+3 eff.) Rings make your fingers look great! |
Around neck | Emelydawe the Nimbusmortal Emelydawe the NimbusmortalInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 6 lightning Changes stats: +6 Cun / +4 Con Changes resistances: +12% lightning / +6% cold Changes resistances penetration: +10% cold Changes damage: +6% cold Talent mastery: +0.19 Chronomancy / Spacetime Folding Physical save: +10 (+4 eff.) Life regen: +3.00 Maximum life: +31.00 Amulets make your neck look great! |
In main hand | Duvakath (125% power, 4 apr) Duvakath (125% power, 4 apr)Requires: - Magic 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Power: 126% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 90 acid damage (1/turn) * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +8 blight / +10 temporal Damage (radius 1) on hit: +8 mind Damage (radius 2) on crit: +8 mind When wielded/worn: Changes resistances: +6% temporal Changes resistances penetration: +13% acid Changes damage: +13% acid / +3% arcane Mana each turn: +0.08 Vim when firing critical spell: +1.00 Sharp, long, and deadly. |
Around waist | hardened leather belt 'Xanessra' hardened leather belt 'Xanessra'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Armour: +9 Changes stats: +3 Dex / +5 Mag / +5 Wil / +5 Cun Changes resistances: +5% arcane Changes damage: +3% arcane Mental save: +12 (+4 eff.) Spell crit. chance: +5% Mental crit. chance: +5% It can be used to create a temporary shield that absorbs 230 damage Activation puts all charms on cooldown for 30 turns. A belt that goes around your waist. |
In off hand | steel dagger 'Poxswift' (129% power, 6 apr) steel dagger 'Poxswift' (129% power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Power: 129% Range: 1.3x Uses stats: 50% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 8% chance to reduce strength, dexterity, and constitution by 26 Damage (Melee): +7 blight Damage (radius 2) on crit: +4 nature When wielded/worn: Damage when hit (Melee): 6 nature Changes resistances penetration: +5% darkness Changes damage: +3% darkness Sharp, short and deadly. |
Cloak | Cyrubrelaith the cashmere cloak (10 def, 4 armour) Cyrubrelaith the cashmere cloak (10 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +4 Defense: +10 (+4 eff.) Effects on melee hit: * 20% chance to reduce armor by 36% Physical save: +8 (+3 eff.) Knockback immunity: +10% Life regen: +4.00 Healing mod.: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Scale Mail of Kroltar (10 def, 18 armour) Scale Mail of Kroltar (10 def, 18 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+4 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 50 power out of 80/80) : Effective talent level: 3.0 Power cost: 50 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 21.78 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Inventory
Prismatic Rune (6 turns; acid, temporal, physical, fire, nature, arcane) Prismatic Rune (6 turns; acid, temporal, physical, fire, nature, arcane)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 5 temporal, 3 physical, 4 fire, 4 nature, 4 arcane It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 106; cd 13) shatter afflictions rune of the wizard (absorb 106; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 106 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your 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 spell talent. |
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 (+5 eff.) Spell save: +15 (+7 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. |
Saliriavea SaliriaveaInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 2 arcane Changes stats: +1 Mag / +2 Wil Changes damage: +9% arcane Critical mult.: +10.00% Mental save: +6 (+2 eff.) Confusion immunity: +12% Spellpower on spell critical (stacks up to 3 times): +2 Mindpower: +6 (+3 eff.) Damage Shield penetration: +10% Amulets make your neck look great! |
The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
savior's steel amulet of magic (+3) savior's steel amulet of magic (+3)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Mag Physical save: +10 (+4 eff.) Spell save: +13 (+6 eff.) Mental save: +10 (+3 eff.) Amulets make your neck look great! |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 12.81 cold and 10.89 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
copper ring 'Islulle' copper ring 'Islulle'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Cun Critical mult.: +5.00% Reduces incoming crit damage: 10.00% Physical save: +9 (+3 eff.) Disarm immunity: +21% Pinning immunity: +22% Knockback immunity: +25% Equilibrium when hit: +0.16 Maximum life: +44.00 Rings make your fingers look great! |
gold ring 'Borazor' gold ring 'Borazor'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 4 physical Changes resistances: +26% nature Changes resistances penetration: +10% physical Changes damage: +13% nature Physical save: +9 (+3 eff.) Only die when reaching: -40.00 life Maximum hate: +8.00 Mental crit. chance: +3% Rings make your fingers look great! |
Emosenne the steel dagger (103% power, 6 apr) Emosenne the steel dagger (103% power, 6 apr)Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Power: 104% Range: 1.3x Uses stats: 50% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +7 darkness Damage against: +7% Living When wielded/worn: Accuracy: +16 (+6 eff.) Armour penetration: +11 Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 26 Changes resistances penetration: +10% mind / +13% physical Changes damage: +3% blight Sharp, short and deadly. |
Epoch's Curve Epoch's CurveRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 111% Firing range: +9 When wielded/worn: Damage (Ranged): 15 temporal Changes stats: +5 Dex / +4 Mag Changes damage: +10% temporal Talent mastery: +0.10 Chronomancy / Bow Threading Life regen: +2.00 Epoch's Curve has served the Wardens for generations and was passed from Warden to Warden for many years before being lost. According to legend it was made from the first ash sapling to sprout after the Spellblaze and carries powers of both time and renewal. |
Amineg the steel longsword (114% power, 3 apr) Amineg the steel longsword (114% power, 3 apr)Requires: - Magic 16 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Power: 114% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 185 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +9 (+3 eff.) Physical crit. chance: +12.0% Physical power: +7 (+2 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +4 Str Changes resistances: +9% nature Changes damage: +3% mind / +6% physical Sharp, long, and deadly. |
Xanyrith the steel longsword (124% power, 3 apr) Xanyrith the steel longsword (124% power, 3 apr)Requires: - Magic 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Power: 124% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +8 blight Damage (radius 2) on crit: +13 acid / +12 nature When wielded/worn: Armour penetration: +7 Changes resistances penetration: +8% acid / +8% nature Changes damage: +6% blight Spell save: +9 (+4 eff.) Mana each turn: +0.12 Sharp, long, and deadly. |
dwarven-steel longsword 'Rainrupture' (129% power, 4 apr) dwarven-steel longsword 'Rainrupture' (129% power, 4 apr)Requires: - Magic 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Power: 130% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 10% chance to reduce strength, dexterity, and constitution by 26 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +7 blight When wielded/worn: Accuracy: +10 (+4 eff.) Physical crit. chance: +10.0% Effects on melee hit: * 10% chance to slow global speed by 43% Damage when hit (Melee): 6 cold Changes stats: +4 Str Changes resistances: +3% nature / +9% cold Changes resistances penetration: +5% cold Changes damage: +7% physical Sharp, long, and deadly. |
stralite longsword 'Frigidbolt' (143% power, 5 apr) stralite longsword 'Frigidbolt' (143% power, 5 apr)Requires: - Magic 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Power: 144% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Curse of Vulnerability (20% chance level 4). On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +8 cold Damage (radius 1) on hit: +12 blight / +12 cold When wielded/worn: Armour penetration: +6 Physical crit. chance: +9.0% Damage when hit (Melee): 2 blight / 2 cold Critical mult.: +14.00% Sharp, long, and deadly. |
Fograge the steel waraxe (109% power, 3 apr) Fograge the steel waraxe (109% power, 3 apr)Requires: - Magic 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Power: 109% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Damage (Melee): +7 darkness Damage against: +5% Living When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +5 (+2 eff.) Damage when hit (Melee): 6 darkness Changes stats: +1 Mag Disarm immunity: +26% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% One-handed war axes. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
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 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of hardened leather boots 'Samosaruivon' (0 def, 6 armour) pair of hardened leather boots 'Samosaruivon' (0 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +6 Effects on melee hit: * 20% chance to reduce all saves and defense by 17 Changes stats: +3 Cun Stamina each turn: +0.70 Equilibrium when hit: +0.16 Maximum stamina: +16.00 Spellpower: +5 (+2 eff.) Infravision radius: +1 A pair of boots made of leather. |
Frozenbreaker the dwarven-steel gauntlets (0 def, 2 armour) Frozenbreaker the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +14 (+5 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 9 temporal Damage (Ranged): 8 temporal Damage when hit (Melee): 2 cold Changes stats: +4 Mag Changes resistances: +8% temporal Changes damage: +6% temporal Physical save: +14 (+5 eff.) Mental save: +13 (+4 eff.) Disarm immunity: +55% Mana each turn: +0.08 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Sootoath (0 def, 2 armour) Sootoath (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +7 Physical crit. chance: +7.0% Armour: +2 Damage (Melee): 7 lightning Changes stats: +3 Dex / +3 Wil / +5 Cun Changes resistances: +7% lightning Changes resistances penetration: +5% darkness Changes damage: +4% lightning Critical mult.: +15.00% Spell crit. chance: +5% Mental crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aletta's Diadem (0 def, 0 armour) Aletta's Diadem (0 def, 0 armour)Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +4 Wil Changes damage: +10% mind Mindpower: +12 (+6 eff.) Mental crit. chance: +5% It can be used to activate talent Psychic Lobotomy (costing 8 power out of 10/10) : Effective talent level: 3.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 60.55 mind damage and cripples the target's higher mental functions, reducing cunning by 7 and confusing (23% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Faleregontir (24/24, 153% power, 10 apr) Faleregontir (24/24, 153% power, 10 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Power: 154% Range: 1.4x Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 24 On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) * 25% chance for lightning to strike from the target to a second target dealing 90 damage Damage (Ranged): +12 temporal Damage (radius 1) on hit: +12 temporal / +14 fire Damage (radius 2) on crit: +4 temporal Arrows are used with bows to pierce your foes to death. |
Porira (34/34, 124% power, 7 apr) Porira (34/34, 124% power, 7 apr)Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 2 Power: 124% Range: 1.4x Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 34 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 94 physical damage * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Damage (Ranged): +12 mind / +8 physical Damage (radius 2) on crit: +4 blight / +16 mind When wielded/worn: Ammo reloads per turn: +3 Arrows are used with bows to pierce your foes to death. |
Quiver of Domination (19/20, 127% power, 8 apr) Quiver of Domination (19/20, 127% power, 8 apr)Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Power: 127% Range: 1.4x Uses stats: 20% Wil, 50% Mag, 60% Dex Damage type: Mind Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +2.0% Capacity: 20 On weapon crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. This item has been sent to the Item's Vault. |
quiver of ash arrows 'Elilera' (20/20, 125% power, 7 apr) quiver of ash arrows 'Elilera' (20/20, 125% power, 7 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 2 Power: 126% Range: 1.4x Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +9 Armour Penetration: +7 Crit. chance: +2.5% Capacity: 20 On weapon hit: * 20% chance to slow global speed by 43% * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 132 physical damage Travel speed: +200% Damage (Ranged): +9 nature Arrows are used with bows to pierce your foes to death. |
7 agate 7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
155 alchemist agate 155 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 onyx 4 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. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz 8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
5 emerald 5 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 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. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Treereign the alchemist's lamp Treereign the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +10 (+4 eff.) Changes resistances: +6% blight / +6% fire / +3% nature / +2% physical Changes resistances penetration: +10% nature Maximum life: +52.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Beadraruigar' brass lantern 'Beadraruigar'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Con / +4 Wil Changes resistances: +3% nature / +3% cold Changes damage: +6% mind Poison immunity: +20% Only die when reaching: -20.00 life Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
6 garnet 6 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. |
2 ruby 2 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 Entropy (1/1) Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 134% of the healing done. This effect scales with your Magic stat. Activation costs 75 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
iron torque of psionic shield 'Isowyn' [power 25] (14/25 cooldown) iron torque of psionic shield 'Isowyn' [power 25] (14/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Damage when hit (Melee): 4 blight Changes stats: +1 Wil Maximum mana: +40.00 It can be used to setup a psionic shield, reducing all damage taken by 25 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
Getikor [power 35] (14/20 cooldown) Getikor [power 35] (14/20 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 26 Changes damage: +6% blight Spell save: +9 (+4 eff.) Mana each turn: +0.04 It can be used to harden the skin for 7 turns increasing armour by 35 and armour hardiness by 50% Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage penetration by 17% for 2 turns. * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Lightningcrack [power 116] (14/15 cooldown) Lightningcrack [power 116] (14/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 15% Damage when hit (Melee): 4 lightning Changes resistances: +6% darkness Changes resistances penetration: +5% lightning / +10% cold It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
Persistent Will Persistent WillInfused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +8 Wil Changes damage: +12% mind Mindpower: +10 (+5 eff.) It can be used to convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower) Activation costs 25 power out of 25/25. During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
elm totem of healing 'Stormmonster' [power 116] (14/15 cooldown) elm totem of healing 'Stormmonster' [power 116] (14/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +4 Str / +1 Dex / +1 Wil / +3 Con Changes damage: +3% lightning See invisible: +3 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
elm totem of stinging 'Mireobsidian' [power 116] (14/15 cooldown) elm totem of stinging 'Mireobsidian' [power 116] (14/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Armour: +6 Changes resistances: +2% physical / +3% nature / +3% darkness It can be used to sting an enemy dealing 118 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Gain a 10% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
4 amethyst 4 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. |
quartz 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. |
10 ametrine 10 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine 7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon 10 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By WOTB ded the Skeleton Temporal Warden level 29
46th Haze 122nd year of Ascendancy at 19:33 see stats
By WOTB ded the Skeleton Temporal Warden level 21
73rd Dusk 122nd year of Ascendancy at 11:47 see stats
By WOTB ded the Skeleton Temporal Warden level 29
41st Haze 122nd year of Ascendancy at 10:22 see stats
By WOTB ded the Skeleton Temporal Warden level 9
7th Flare 122nd year of Ascendancy at 04:45 see stats
By WOTB ded the Skeleton Temporal Warden level 30
2nd Wintertide 123rd year of Ascendancy at 10:32 see stats
By WOTB ded the Skeleton Temporal Warden level 30
2nd Wintertide 123rd year of Ascendancy at 04:47 see stats
By WOTB ded the Skeleton Temporal Warden level 21
72nd Dusk 122nd year of Ascendancy at 18:34 see stats
By WOTB ded the Skeleton Temporal Warden level 31
7th Allure 123rd year of Ascendancy at 06:57 see stats
By WOTB ded the Skeleton Temporal Warden level 25
4th Haze 122nd year of Ascendancy at 18:36 see stats
By WOTB ded the Skeleton Temporal Warden level 27
10th Haze 122nd year of Ascendancy at 17:05 see stats
By WOTB ded the Skeleton Temporal Warden level 10
19th Dusk 122nd year of Ascendancy at 03:57 see stats
By WOTB ded the Skeleton Temporal Warden level 20
63rd Dusk 122nd year of Ascendancy at 03:39 see stats
By WOTB ded the Skeleton Temporal Warden level 30
55th Haze 122nd year of Ascendancy at 22:49 see stats
By WOTB ded the Skeleton Temporal Warden level 27
10th Haze 122nd year of Ascendancy at 17:05 see stats
By WOTB ded the Skeleton Temporal Warden level 20
70th Dusk 122nd year of Ascendancy at 12:30 see stats
By WOTB ded the Skeleton Temporal Warden level 14
39th Dusk 122nd year of Ascendancy at 18:45 see stats
By WOTB ded the Skeleton Temporal Warden level 9
7th Mirth 122nd year of Ascendancy at 23:35 see stats
By WOTB ded the Skeleton Temporal Warden level 29
46th Haze 122nd year of Ascendancy at 19:33 see stats
By WOTB ded the Skeleton Temporal Warden level 4
1st Mirth 122nd year of Ascendancy at 16:26 see stats
By WOTB ded the Skeleton Temporal Warden level 21
73rd Dusk 122nd year of Ascendancy at 16:25 see stats
By WOTB ded the Skeleton Temporal Warden level 15
42nd Dusk 122nd year of Ascendancy at 02:38 see stats
By WOTB ded the Skeleton Temporal Warden level 32
9th Allure 123rd year of Ascendancy at 00:34 see stats
Log
Gelle the xorn uses Perfect Strike.
Gelle the xorn aims carefully.
Gelle the xorn uses Telekinetic Smash.
Gelle the xorn performs a melee critical strike against WOTB ded!
WOTB ded has their Breach spell disrupted for for 4 turns!
Gelle the xorn performs a melee critical strike against WOTB ded!
WOTB ded is encased in ice!
Gelle the xorn performs a melee critical strike against WOTB ded!
Decrepitude Disease from Temporal hound hits Gelle the xorn for (12 to psi shield), 18 blight (18 total damage).
Gelle the xorn hits WOTB ded for 181 physical, 16 physical, 0 arcane, 165 physical, 20 cold, 16 physical, (61 to ice), 243 physical, (5 to ice), 19 lightning, (7 to ice), 27 cold, (3 to ice), 13 physical (700 total damage).
Gelle the xorn's Beyond the Flesh hits WOTB ded for 85 physical, 16 physical (101 total damage).
Melee retaliation hits Gelle the xorn for (2 to psi shield), 3 lightning, 3 nature, (2 to psi shield), 3 lightning, 3 nature, (2 to psi shield), 3 lightning, 3 nature (19 total damage).
Melee retaliation hits Iceblock for 6 lightning, 6 nature (10 total damage).
Gelle the xorn's Quickdraw Knife performs a melee critical strike against WOTB ded!
Gelle the xorn's Quickdraw Knife hits WOTB ded for (29 to ice), 117 physical, (3 to ice), 13 physical (130 total damage).
Melee retaliation hits Iceblock for 6 lightning, 6 nature (10 total damage).
WOTB ded is free from the ice.
WOTB ded activates his dragonbone totem of healing 'Charlace'!
WOTB ded receives 792 healing.
Gelle the xorn's Beyond the Flesh performs a melee critical strike against WOTB ded!
Gelle the xorn uses Thermal Strike.
Gelle the xorn performs a melee critical strike against WOTB ded!
WOTB ded has their Warp Blade spell disrupted for for 4 turns!
Gelle the xorn performs a melee critical strike against WOTB ded!
Decrepitude Disease from Temporal hound hits Gelle the xorn for (12 to psi shield), 18 blight (18 total damage).
Gelle the xorn hits WOTB ded for 393 cold, 16 physical, 0 arcane, 300 cold (709 total damage).
Gelle the xorn's Beyond the Flesh hits WOTB ded for 135 physical, 24 lightning, 34 cold, 16 physical (209 total damage).
Melee retaliation hits Gelle the xorn for (2 to psi shield), 3 lightning, 3 nature, (2 to psi shield), 3 lightning, 3 nature, (2 to psi shield), 3 lightning, 3 nature (19 total damage).
WOTB ded the level 32 skeleton temporal warden was frozen and shattered into a million little shards to death by Gelle the xorn on level 1 of Relgedur.