Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.4.8Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. 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. Embers of Rage 1.4.4Official 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:
Improved Auto-explore and Rest 1.4.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Ashes of Urh'Rok 1.4.0Official 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:
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Oozemancer |
| Level / Exp | 50 / 771% |
| Size | huge |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 21 on the 44th Haze 122nd year of Ascendancy at 18:01 0 / 7Killed by Silissra the snow giant thunderer at level 23 on the 1st Wintertide 123rd year of Ascendancy at 15:25 Killed by Zubolaith the ghast at level 29 on the 32nd Regrowth 123rd year of Ascendancy at 11:59 Killed by Beleyarissra the devourer at level 34 on the 33rd Pyre 123rd year of Ascendancy at 14:14 Killed by Belylerin the sand-drake at level 36 on the 62nd Pyre 123rd year of Ascendancy at 23:54 Killed by Bethalle the mountain troll at level 40 on the 14th Dusk 123rd year of Ascendancy at 05:13 Killed by Forgery of Haze (Adedhewen the Neverdead) at level 46 on the 56th Dusk 123rd year of Ascendancy at 13:11 |
| Antimagic | Follower |
Primary Stats
| Strength | 124 (base 60) |
| Dexterity | 127 (base 39) |
| Constitution | 166.57680040557 (base 15) |
| Magic | 90 (base 11) |
| Willpower | 190.57680040557 (base 60) |
| Cunning | 214.98904737278 (base 60) |
Resources
| Life | 1288/1682 |
| Stamina | 511/761 |
| Equilibrium | 88 |
| Healing Factor | 1.066 |
| Regeneration | 8.4747 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 9 |
| See Invisible | 9 |
| ESP Range | 10 |
| ESP Kinds | dragon, animal/canine |
Offense: Mainhand
| Damage | 252 |
| Accuracy | 81 |
| Crit Chance | 85% |
| APR | 100 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 252 |
| Accuracy | 81 |
| Crit Chance | 85% |
| APR | 100 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12.5 |
| Crit Chance | 77% |
| Speed | 1 |
Offense: Mind
| Mindpower | 97 |
| Crit Chance | 99% |
| Speed | 1 |
Offense: Damage Bonus
| All | +7% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 47 (50%) |
| Defense | 59 |
| Ranged Defense | 62 |
| Fatigue | 5 |
| Physical Save | 73 |
| Spell Save | 91 |
| Mental Save | 76 |
Defense: Resistances
| All | + 17%( 76%) |
Defense: Immunities
| Pinning Resistance | 12% |
| Bleed Resistance | 75% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
| Stun Resistance | 100% |
| Poison Resistance | 75% |
| Blind Resistance | 75% |
Inscriptions (6/6)
| 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 physical effect and reduce all damage taken by 52% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 677 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 46 for 8 turns. While Heroism is active, you will only die when reaching -1517 life. However, when below 0 you cannot see how much life you have left. 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 Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1329% 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. |
| 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 1185 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1255% 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. |
Class Talents
| Wild-gift / Oozing blades | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Wild-gift / Moss | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Eyal's fury | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 4/5 |
| Wild-gift / Slime | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Ooze | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 5/5 |
| Wild-gift / Mucus | 1.30 |
| 4/5 |
| 5/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Wild-gift / Fungus | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Unstoppable Nature |
| talent | Wild Growth |
| talent | Psiblades |
| talent | Mitosis |
| talent | Acidic Skin |
| beneficial effect | All stats increased by 62. Pain Enhancement System |
| beneficial effect | Increases your three highest stats by 38 and keeps you from dying even if your life drops to -1290. Heroism |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
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 |
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. | active |
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. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lone alchemist from death by orc master assassin. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
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 talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Dreadfell. Escort: lost anorithil (level 4 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Norgos Lair. Escort: lost tinker (level 2 of Norgos Lair)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Betota the hornet swarm. Escort: worried loremaster (level 1 of Old Forest) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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 |
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. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 1077. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an 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 |
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 within3 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| Light source | Serpentsun the dwarven lantern Serpentsun the dwarven lanternInfused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +15 (+4 eff.) Changes stats: +1 Mag / +10 Wil Changes resistances: +3% all Changes damage: +6% acid / +15% mind / +12% nature Physical save: +18 (+4 eff.) Spell save: +30 (+6 eff.) Mental save: +16 (+4 eff.) Light radius: +5 Infravision radius: +1 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Berygosta the drakeskin leather cap (0 def, 5 armour) Berygosta the drakeskin leather cap (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Physical crit. chance: +4.0% Armour: +5 Fatigue: +5% Effects on melee hit: * 10% chance to gain 10% of a turn Changes stats: +2 Str / +5 Dex / +10 Cun / +10 Con / +17 Lck Changes resistances: +6% temporal Grants telepathy: Dragon Spell crit. chance: +7% Mental crit. chance: +8% Light radius: +2 Infravision radius: +1 See invisible: +6 A cap made of leather. |
| On hands | Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Spell save: +15 (+3 eff.) Mindpower: +12 (+2 eff.) Mental crit. chance: +5% Light radius: +1 It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 240.34 arcane damage and stunned), costing 100 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
| Tool | Prismbloom the voratun pickaxe (dig speed 10 turns) Prismbloom the voratun pickaxe (dig speed 10 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 45% chance to blind * 15% chance to daze Changes stats: +8 Str Changes resistances: +6% acid / +15% darkness / +9% light Changes resistances penetration: +5% acid Changes damage: +9% acid / +3% light Damage affinity(heal): +15% darkness Maximum life: +39.00 Maximum stamina: +30.00 Infravision radius: +7 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | solipsist's stralite ring of misery solipsist's stralite ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 12 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 12 bleed Changes stats: +11 Cun / +6 Wil Hate when firing a critical mind attack: +2.00 Maximum hate: +11.00 Mindpower: +9 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 275% weapon damage over 7 turns, and all healing will be reduced by 28%. Rings can have magical properties. |
| On fingers | voratun ring 'Kotir' voratun ring 'Kotir'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Con / +4 Wil Changes resistances penetration: +15% blight Spell save: +25 (+5 eff.) Mental save: +8 (+2 eff.) Stun/Freeze immunity: +32% Life regen: +2.20 Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +4 Maximum stamina: +33.00 Rings can have magical properties. |
| Around neck | Skywedge SkywedgeCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +7 Physical crit. chance: +5.0% Armour: +7 Defense: +11 (+3 eff.) Fatigue: -10% Damage when hit (Melee): 12 lightning Changes stats: +8 Dex / +8 Cun / +10 Con Changes resistances: +12% lightning Changes resistances cap: +6% all Changes resistances penetration: +10% arcane Changes damage: +6% arcane Critical mult.: +14.00% Physical save: +22 (+5 eff.) Life regen: +1.30 Stamina each turn: +1.20 Movement speed: +10% Amulets can have magical properties. |
| In main hand | living mindstar 'Glarenight' (15.5-17.05 power, 78 apr, nature damage) living mindstar 'Glarenight' (15.5-17.05 power, 78 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar has an epiphany about dreams. Base power: 15.5 - 17.1 Uses stats: 95% Wil, 57% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +78 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 42 arcane resource burn On weapon crit: * burns latent spell energy Damage (Melee): +12 light When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 light Changes stats: +11 Cun Changes resistances: +6% lightning / +6% fire Changes damage: +25% mind / +9% arcane Critical mult.: +20.00% Spell save: +9 (+2 eff.) Mindpower: +26 (+5 eff.) Mental crit. chance: +9% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Why me? Why me?Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +14 (+3 eff.) Changes stats: +3 Str Changes resistances: +29% acid / +20% fire / +19% lightning / +19% cold Changes damage: +12% physical Critical mult.: +6.00% Spell save: +13 (+3 eff.) Maximum life: +70.00 See invisible: +3 Healing mod.: +5% Size category: +1 A belt that goes around your waist. |
| In off hand | living mindstar 'Fuloladil' (15.5-17.05 power, 78 apr, nature damage) living mindstar 'Fuloladil' (15.5-17.05 power, 78 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This harmonious mindstar will complement other natural mindstars. This natural venom should be returned to the wyrm. This natural sand should be returned to the wyrm. Base power: 15.5 - 17.1 Uses stats: 95% Wil, 57% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +78 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to disease When wielded/worn: Physical crit. chance: +2.0% Damage when hit (Melee): 20 acid / 20 physical Changes stats: +2 Dex Changes resistances: +13% acid / +20% physical / +10% nature Changes resistances penetration: +18% acid / +20% physical / +10% nature Changes damage: +20% acid / +20% physical / +9% nature Talent mastery: +0.20 Wild-gift / Harmony Maximum encumbrance: +10 Life regen: +3.40 Mana each turn: +0.12 Equilibrium when hit: +2.50 Spellpower: +2 (+0 eff.) Mindpower: +19 (+3 eff.) Mental crit. chance: +5% It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 26 of target armor and 13% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Thanks, I guess? (3 def, 0 armour) Thanks, I guess? (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * Slows global speed by 45% Changes stats: +8 Str / +8 Con Changes resistances: +9% acid / +9% fire / +29% darkness / +9% lightning Changes resistances penetration: +17% darkness Changes damage: +20% darkness Stealth bonus: +25 Physical save: +15 (+4 eff.) Mental save: +15 (+4 eff.) Only die when reaching: -50.00 life Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Aerorebeth (25 def, 7 armour) Aerorebeth (25 def, 7 armour)Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +25 (+7 eff.) Ranged Defense: +11 (+3 eff.) Fatigue: +8% Damage (Melee): 8 lightning Damage (Ranged): 6 lightning Changes stats: +6 Str / +7 Dex / +1 Cun Changes resistances: +42% lightning / +19% cold Critical mult.: +15.00% Physical save: +12 (+3 eff.) Equilibrium when hit: +0.12 Mental crit. chance: +2% A suit of armour made of leather. |
Inventory
heroism infusion of the psychic (+43 for 7 turns, die at -1539) heroism infusion of the psychic (+43 for 7 turns, die at -1539)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: 30 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 43 for 7 turns. While Heroism is active, you will only die when reaching -1539 life. However, when below 0 you cannot see how much life you have left. 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 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. |
heroism infusion of the sneak (+48 for 9 turns, die at -1377) heroism infusion of the sneak (+48 for 9 turns, die at -1377)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: 26 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 48 for 9 turns. While Heroism is active, you will only die when reaching -1377 life. However, when below 0 you cannot see how much life you have left. 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 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. |
movement infusion of the titan (1246% speed; 7 turns) movement infusion of the titan (1246% 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: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1246% 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 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. |
regeneration infusion of the duelist (heal 957 over 5 turns) regeneration infusion of the duelist (heal 957 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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 957 life over 5 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. |
This item will automatically be transmogrified when you leave the level. sun infusion (rad 9; power 22; turns 5; dispells darkness)sun infusion (rad 9; power 22; turns 5; dispells darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 9 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 11). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 22) for 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. biting gale rune of the psychic (460 cold damage; 107 apply power)biting gale rune of the psychic (460 cold damage; 107 apply power) 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: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 460.28 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 107. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. 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. |
This item will automatically be transmogrified when you leave the level. lightning rune (406 lightning damage)lightning rune (406 lightning damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 135.53 to 406.60 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. phase door rune (range 14; power 30; dur 8)phase door rune (range 14; power 30; dur 8) 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: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 14. Afterwards you stay out of phase for 8 turns. In this state all new negative status effects duration is reduced by 30%, your defense is increased by 30 and all your resistances by 30%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. vision rune of the titan (radius 17; dur 29; see dragon)vision rune of the titan (radius 17; dur 29; 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: 24 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 (17 radius) and to allow you to see invisible and stealthed creatures (power 48) for 29 turns. Your mind will become more receptive for 29 turns, allowing you to sense any dragon 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. |
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. |
Blindwild BlindwildInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes resistances: +10% light / +18% darkness Physical save: +13 (+3 eff.) Spell save: +21 (+5 eff.) Mental save: +14 (+3 eff.) Blindness immunity: +27% Disease immunity: +5% Confusion immunity: +5% Life regen: +1.30 Amulets can have magical properties. |
Blazecut BlazecutCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Damage when hit (Melee): 16 blight Changes stats: +7 Dex / +7 Cun / +3 Con Changes resistances: +12% fire Changes damage: +9% blight / +3% fire Spell save: +15 (+3 eff.) Disarm immunity: +32% Pinning immunity: +28% Knockback immunity: +30% Maximum life: +28.00 Maximum stamina: +34.00 Rings can have magical properties. |
Mardorand the voratun ring Mardorand the voratun ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +5 Con Changes resistances: +19% mind / +4% physical Changes damage: +19% mind / +6% blight Physical save: +12 (+3 eff.) Spell save: +18 (+4 eff.) Disarm immunity: +46% Pinning immunity: +46% Knockback immunity: +39% Maximum life: +31.00 Maximum stamina: +30.00 Rings can have magical properties. |
Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Archery excellence +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Two-handed weapons +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Unarmed training +0.30 Technique / Archery prowess +0.30 Technique / Combat training +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Superiority +0.30 Technique / Pugilism +0.30 Technique / Shield defense +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
psionicist's steel ring of the mind (+12%) psionicist's steel ring of the mind (+12%)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +12% mind Changes damage: +12% mind Mental save: +6 (+1 eff.) Rings can have magical properties. |
savage's steel ring of life savage's steel ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Spell save: +12 (+3 eff.) Life regen: +0.90 Maximum life: +48.00 Maximum stamina: +12.00 Healing mod.: +13% Rings can have magical properties. |
steel ring 'Brenadethad' steel ring 'Brenadethad'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +4 Str / +7 Wil / +4 Cun / +6 Con Changes resistances: +24% lightning Changes damage: +12% lightning Mana when firing critical spell: +1.00 Spellpower: +2 (+0 eff.) Spell crit. chance: +2% Mindpower: +7 (+1 eff.) Rings can have magical properties. |
treant's gold ring of tenacity treant's gold ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +8% nature / +6% blight Poison immunity: +16% Disease immunity: +13% Disarm immunity: +20% Pinning immunity: +28% Knockback immunity: +27% Maximum life: +23.00 Rings can have magical properties. |
warrior's gold ring of the mind (+14%) warrior's gold ring of the mind (+14%)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +14% mind Changes damage: +14% mind Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. voratun greatmaul of erosion (64-96 power, 4 apr)voratun greatmaul of erosion (64-96 power, 4 apr) Requires: - Strength 48 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 64.0 - 96.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +21 nature / +28 temporal Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. mage-hunter's dragonbone longbowmage-hunter's dragonbone longbow Requires: - Dexterity 48 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Effects on ranged hit: * 25 arcane resource burn Changes stats: +7 Cun / +7 Wil Talent mastery: +0.10 Wild-gift / Antimagic Mindpower: +10 (+2 eff.) Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. elemental voratun longsword of crippling (43-60.2 power, 6 apr)elemental voratun longsword of crippling (43-60.2 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +12.0% Changes resistances penetration: +17% acid / +15% fire / +17% lightning / +17% cold Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. acidic voratun mace (47-65.8 power, 6 apr)acidic voratun mace (47-65.8 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 47.0 - 65.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +20 acid Blunt and deadly. |
Arcbutcher the living mindstar (17-18.7 power, 40 apr, nature damage) Arcbutcher the living mindstar (17-18.7 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. The natural wyrm seeks an element. Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 lightning / +8 fire Burst (radius 2) on crit: +16 mind When wielded/worn: Damage when hit (Melee): 18 lightning / 10 physical / 7 cold / 9 acid / 10 fire Changes resistances: +9% lightning / +9% physical / +16% fire / +10% cold / +10% acid Changes resistances penetration: +5% mind Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Equilibrium when hit: +2.30 Hate per kill: +4.00 Psi per kill: +3.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% It can be used to inflict 304.29 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 20 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Smearreign the thorny mindstar (13.5-14.85 power, 24 apr, mind damage) Smearreign the thorny mindstar (13.5-14.85 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. This mindstar absorbs psionic energy that needs to be projected. Base power: 13.5 - 14.9 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +7.5% Attack speed: 100% When wielded/worn: Accuracy: +4 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Changes resistances: +20% lightning / +14% fire / +22% cold Talent masteries: +0.30 Psionic / Voracity +0.40 Psionic / Absorption Stamina each turn: +0.20 Mindpower: +11 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Todraneg (17.5-19.25 power, 40 apr, mind damage) Todraneg (17.5-19.25 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural venom should be returned to the wyrm. Base power: 17.5 - 19.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 9 acid Changes resistances: +26% acid / +1% physical / +6% darkness Changes resistances penetration: +20% acid Changes damage: +15% acid Disease immunity: +15% Disarm immunity: +20% Life regen: +3.90 Maximum life: +38.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Healing mod.: +30% Heals friendly targets nearby when you use a nature summon: +42 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. Xodhekira the Flashstun (17-18.7 power, 40 apr, nature damage)Xodhekira the Flashstun (17-18.7 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +4 arcane When wielded/worn: Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 4 mind Changes stats: +8 Cun Changes resistances penetration: +15% mind Critical mult.: +25.00% Mental save: +13 (+3 eff.) Mindpower: +12 (+2 eff.) Mental crit. chance: +11% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element) Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+3 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
This item will automatically be transmogrified when you leave the level. voratun waraxe of crippling (41-57.4 power, 6 apr)voratun waraxe of crippling (41-57.4 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +15.0% One-handed war axes. |
Arinne ArinneCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Changes stats: +2 Wil Critical mult.: +8.00% Mindpower: +8 (+1 eff.) Mental crit. chance: +1% Heals friendly targets nearby when you use a nature summon: +30 A belt that goes around your waist. |
Layovena LayovenaCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes resistances: +1% physical / +3% fire Spell save: +6 (+2 eff.) Cut immunity: +5% Teleport immunity: +10% Size category: +1 A belt that goes around your waist. |
Beludheba (1 def, 0 armour) Beludheba (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +2 (+0 eff.) Armour penetration: +1 Defense: +1 (+1 eff.) Changes stats: +2 Str / +1 Con Changes resistances: +3% acid Changes damage: +6% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lelygund the cashmere cloak (6 def, 2 armour) Lelygund the cashmere cloak (6 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +4 (+1 eff.) Changes stats: +4 Str / +1 Wil / +3 Con Changes resistances: +12% cold Physical save: +9 (+2 eff.) Confusion immunity: +5% Knockback immunity: +10% Maximum life: +69.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. elven-silk cloak of Eldoral (3 def, 0 armour)elven-silk cloak of Eldoral (3 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Cun / +4 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. elven-silk robe (5 def, 0 armour)elven-silk robe (5 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. focusing elven-silk robe (5 def, 0 armour)focusing elven-silk robe (5 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +8 Mag / +7 Wil Mana each turn: +0.36 Psi each turn: +0.36 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. focusing elven-silk robe of light (+30%) (5 def, 0 armour)focusing elven-silk robe of light (+30%) (5 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +8 Mag / +8 Wil Changes resistances: +30% light Changes damage: +20% light Mana each turn: +0.33 Psi each turn: +0.40 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Gloreriatta (0 def, 3 armour) Gloreriatta (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * Slows global speed by 15% Changes stats: +2 Cun / +2 Con Changes resistances: +6% nature Changes damage: +3% mind Physical save: +11 (+3 eff.) Mental save: +12 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Interesting (0 def, 5 armour) Interesting (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: -6% Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 12 lightning Changes stats: +6 Con / +6 Wil Changes resistances: +3% temporal / +9% mind / +5% arcane Changes resistances penetration: +5% mind / +10% physical Changes damage: +3% nature Maximum encumbrance: +46 Physical save: +15 (+4 eff.) Spell save: +3 (+1 eff.) Life regen: +5.50 Mindpower: +9 (+2 eff.) Healing mod.: +27% It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 123% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 22 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. dreamer's pair of voratun boots (0 def, 5 armour)dreamer's pair of voratun boots (0 def, 5 armour) Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Physical save: +15 (+4 eff.) Spell save: +13 (+3 eff.) Mental save: +15 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. eldritch pair of voratun boots (0 def, 5 armour)eldritch pair of voratun boots (0 def, 5 armour) Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +6 Mag / +5 Wil Mana each turn: +0.60 Maximum mana: +50.00 Spell crit. chance: +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. eldritch pair of voratun boots of massiveness (0 def, 5 armour)eldritch pair of voratun boots of massiveness (0 def, 5 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +10 Str / +6 Mag / +6 Wil / +10 Con Changes damage: +10% physical Mana each turn: +0.51 Maximum mana: +60.00 Spell crit. chance: +5% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 1.6 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 3 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. pair of voratun boots (0 def, 5 armour)pair of voratun boots (0 def, 5 armour) Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Mihad' (20 def, 5 armour) pair of voratun boots 'Mihad' (20 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +20 (+5 eff.) Fatigue: +4% Changes stats: +3 Dex / +2 Mag / +8 Cun / +3 Con Changes resistances: +5% arcane / +3% mind Changes damage: +3% mind Physical save: +13 (+3 eff.) Mental save: +21 (+5 eff.) It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.2 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 39% chance to completely evade them and granting you 44 defense for 19 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. scholar's pair of voratun boots of uncanny dodging (9 def, 5 armour)scholar's pair of voratun boots of uncanny dodging (9 def, 5 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +9 (+3 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +4% Spellpower: +6 (+0 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Could be worse. (0 def, 9 armour) Could be worse. (0 def, 9 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +15 Armour: +9 Damage (Melee): 15 acid / 15 fire Changes stats: +9 Cun / +9 Dex Changes resistances: +10% acid / +12% fire / +3% mind / +6% cold Changes resistances penetration: +10% mind Changes damage: +9% acid / +11% fire Mental save: +15 (+4 eff.) Blindness immunity: +5% Cut immunity: +15% Equilibrium when hit: +0.12 Maximum life: +68.00 Maximum hate: +2.00 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: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
Woearc the dwarven-steel gauntlets (0 def, 6 armour) Woearc the dwarven-steel gauntlets (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +13 (+3 eff.) Armour: +6 Effects on melee hit: * Slows global speed by 30% Changes resistances: +3% acid / +12% lightning Changes damage: +9% darkness Physical save: +14 (+3 eff.) Mental save: +23 (+5 eff.) Disarm immunity: +60% Maximum life: +54.00 Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. heroic voratun gauntlets (0 def, 9 armour)heroic voratun gauntlets (0 def, 9 armour) Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Mental save: +12 (+3 eff.) Maximum life: +80.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Blackmarrow (0 def, 5 armour) Blackmarrow (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 15% Changes stats: +4 Str / +11 Lck / +3 Con Changes resistances: +6% acid / +9% darkness / +25% mind / +3% fire / +3% nature / +3% light Physical save: +11 (+3 eff.) Mental save: +43 (+9 eff.) Confusion immunity: +49% Spell crit. chance: +6% Mental crit. chance: +6% It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Dazzlewyrd (2 def, 0 armour) Dazzlewyrd (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +1 Dex / +1 Mag / +1 Cun Changes resistances: +22% lightning Changes damage: +15% lightning Psi each turn: +0.22 Mindpower: +6 (+1 eff.) Mental crit. chance: +7% Light radius: +3 A pointy cloth hat, very wizardly... |
Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+3 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.6 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 9. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Xanusenn the Cystpain (0 def, 1 armour) Xanusenn the Cystpain (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 nature Changes resistances: +6% nature / +9% cold Changes resistances penetration: +5% lightning / +5% nature Allows you to breathe in: water A cap made of leather. |
This item will automatically be transmogrified when you leave the level. augmenting elven-silk wizard hat of the sentry (3 def, 0 armour)augmenting elven-silk wizard hat of the sentry (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes damage: +15% acid / +15% lightning / +15% cold / +11% arcane / +15% fire Infravision radius: +9 See stealth: +25 See invisible: +15 Activating this item is instant. It can be used to activate talent Circle of Warding, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 11%, and attempts to push all creatures other then yourself out of its radius, inflicting 2.58 light damage and 2.97 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. dragonslayer's voratun helm (0 def, 5 armour)dragonslayer's voratun helm (0 def, 5 armour) Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +13% acid / +14% fire / +13% lightning / +13% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. elven-silk wizard hat of knowledge (3 def, 0 armour)elven-silk wizard hat of knowledge (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +7 Cun / +7 Wil Mindpower: +6 (+1 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. grounding elven-silk wizard hat of frost (+11%) (3 def, 0 armour)grounding elven-silk wizard hat of frost (+11%) (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +11% lightning / +30% cold / +15% temporal Changes damage: +20% cold A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. voratun helm of the bounder (0 def, 5 armour)voratun helm of the bounder (0 def, 5 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Str / +8 Dex A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. voratun mail armour of fire resistance (5 def, 10 armour)voratun mail armour of fire resistance (5 def, 10 armour) Requires: - Strength 48 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Changes resistances: +27% fire A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. cleansing drakeskin leather armour (5 def, 8 armour)cleansing drakeskin leather armour (5 def, 8 armour) Requires: - Strength 20 Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Changes resistances: +19% nature / +20% blight A suit of armour made of leather. |
Bleakroar the voratun plate armour (9 def, 36 armour) Bleakroar the voratun plate armour (9 def, 36 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +36 Defense: +9 (+3 eff.) Fatigue: +26% Damage when hit (Melee): 14 light Changes stats: +6 Wil Changes resistances: +3% temporal / +30% darkness / +6% light / +30% blight / +12% fire / +6% nature / +42% cold Changes resistances penetration: +10% darkness Spell save: +20 (+4 eff.) Light radius: +2 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. cleansing voratun plate armour of lightning resistance (9 def, 16 armour)cleansing voratun plate armour of lightning resistance (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Infused by arcane disrupting forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Changes resistances: +20% blight / +19% nature / +30% lightning A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. enlightening voratun plate armour of acid resistance (9 def, 16 armour)enlightening voratun plate armour of acid resistance (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Changes stats: +8 Cun / +9 Wil Changes resistances: +29% acid Mental save: +24 (+5 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. spiked voratun plate armour (9 def, 16 armour)spiked voratun plate armour (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Damage when hit (Melee): 16 physical A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. voratun plate armour of clarity (9 def, 16 armour)voratun plate armour of clarity (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Changes resistances: +8% mind Mental save: +24 (+5 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. voratun shield of earthen fury (12 def, 18 armour, 207.5 block)voratun shield of earthen fury (12 def, 18 armour, 207.5 block) Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +10% Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Changes resistances: +19% physical Talent granted: +5 Block Handheld deflection devices. |
46 alchemist agate 46 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. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Xanomina' (dig speed 39 turns) iron pickaxe 'Xanomina' (dig speed 39 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +2 (+0 eff.) Fatigue: -5% Changes stats: +3 Str Grants telepathy: Demon/Minor Demon/Major Critical mult.: +3.00% Maximum life: +20.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Boltwilter BoltwilterInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +6 Defense: +7 (+2 eff.) Effects on melee hit: * 15% chance to daze Changes resistances: +9% darkness / +5% arcane Changes resistances penetration: +8% all Physical save: +21 (+5 eff.) Spell save: +11 (+3 eff.) Mental save: +12 (+3 eff.) Light radius: +4 Healing mod.: +12% A normal brass lantern, enhanced by alchemy to make it brighter. |
This item will automatically be transmogrified when you leave the level. dwarven lantern 'Shocklady'dwarven lantern 'Shocklady' Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 12 lightning Changes resistances: +12% darkness Changes resistances penetration: +20% lightning / +15% all Changes damage: +9% darkness Light radius: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
This item will automatically be transmogrified when you leave the level. scorching dwarven lantern of clarityscorching dwarven lantern of clarity Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 30 fire Changes resistances: +10% fire Mental save: +12 (+3 eff.) Light radius: +4 See stealth: +17 See invisible: +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (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, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 716.80 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
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. |
This item will automatically be transmogrified when you leave the level. inquisitor's pouch of voratun shots of erosion (23/23, 52.5-63 power, 6 apr)inquisitor's pouch of voratun shots of erosion (23/23, 52.5-63 power, 6 apr) Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 52.5 - 63.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 23 On weapon crit: * burns latent spell energy Damage (Ranged): +25 manaburn arcane / +15 nature / +20 temporal Shots are used with slings to pummel your foes to death. |
Armythel the stralite torque of mindblast [power 257] (6 cooldown) Armythel the stralite torque of mindblast [power 257] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Fatigue: -6% Changes stats: +3 Dex Changes resistances penetration: +5% arcane Changes damage: +3% physical Talent cooldown: Silence (+5 turn) Talent granted: +3 Silence Physical save: +6 (+1 eff.) It can be used to fire a blast of psionic energies in a range 12 beam dealing 137.50 to 274.99 mind damage, putting all charms on cooldown for 6 turns. When used: 200% chance to regenerate 7 hate. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of psychoportation [power 37] (30 cooldown) dwarven-steel torque of psychoportation [power 37] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 37), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged stralite torque of mindblast [power 389] (8 cooldown) supercharged stralite torque of mindblast [power 389] (8 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to fire a blast of psionic energies in a range 12 beam dealing 208.12 to 416.23 mind damage, putting all charms on cooldown for 8 turns. Torques are made by powerful psionics to store psionic powers. |
The Guardian's Totem The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+4 eff.) Mindpower: +8 (+1 eff.) It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 35 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
This item will automatically be transmogrified when you leave the level. supercharged dragonbone wand of conjuration [power 781] (15 cooldown)supercharged dragonbone wand of conjuration [power 781] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to fire a bolt of a random element with (base) damage 390 to 781, putting all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Resonating Diamond Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
13 diamond 13 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. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
3 amber 3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Loial the Ogre Oozemancer level 30
34th Regrowth 123rd year of Ascendancy at 19:53 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Loial the Ogre Oozemancer level 39
7th Dusk 123rd year of Ascendancy at 09:29 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Loial the Ogre Oozemancer level 30
33rd Regrowth 123rd year of Ascendancy at 01:32 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Loial the Ogre Oozemancer level 35
36th Pyre 123rd year of Ascendancy at 02:07 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Loial the Ogre Oozemancer level 33
31st Pyre 123rd year of Ascendancy at 14:10 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Loial the Ogre Oozemancer level 15
34th Dusk 122nd year of Ascendancy at 00:55 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Loial the Ogre Oozemancer level 32
67th Regrowth 123rd year of Ascendancy at 13:54 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Loial the Ogre Oozemancer level 35
40th Pyre 123rd year of Ascendancy at 21:38 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Loial the Ogre Oozemancer level 50
14th Haze 123rd year of Ascendancy at 04:08 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Loial the Ogre Oozemancer level 19
9th Haze 122nd year of Ascendancy at 12:47 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Loial the Ogre Oozemancer level 26
5th Regrowth 123rd year of Ascendancy at 04:39 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Loial the Ogre Oozemancer level 29
29th Regrowth 123rd year of Ascendancy at 20:44 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Loial the Ogre Oozemancer level 46
9th Haze 123rd year of Ascendancy at 09:26 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Loial the Ogre Oozemancer level 26
10th Allure 123rd year of Ascendancy at 11:51 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Loial the Ogre Oozemancer level 10
2nd Summertide 122nd year of Ascendancy at 22:01 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Loial the Ogre Oozemancer level 20
33rd Haze 122nd year of Ascendancy at 13:37 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Loial the Ogre Oozemancer level 30
32nd Regrowth 123rd year of Ascendancy at 14:18 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Loial the Ogre Oozemancer level 40
11st Dusk 123rd year of Ascendancy at 09:35 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Loial the Ogre Oozemancer level 50
14th Haze 123rd year of Ascendancy at 03:08 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Loial the Ogre Oozemancer level 45
53rd Dusk 123rd year of Ascendancy at 01:58 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Loial the Ogre Oozemancer level 41
15th Dusk 123rd year of Ascendancy at 06:19 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Loial the Ogre Oozemancer level 19
10th Haze 122nd year of Ascendancy at 09:38 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Loial the Ogre Oozemancer level 33
27th Pyre 123rd year of Ascendancy at 09:41 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Loial the Ogre Oozemancer level 32
27th Pyre 123rd year of Ascendancy at 07:41 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Loial the Ogre Oozemancer level 50
14th Haze 123rd year of Ascendancy at 04:07 see stats
Tales of the Spellblaze (Insane (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Loial the Ogre Oozemancer level 39
7th Dusk 123rd year of Ascendancy at 09:29 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Loial the Ogre Oozemancer level 23
1st Wintertide 123rd year of Ascendancy at 22:35 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Loial the Ogre Oozemancer level 12
7th Flare 122nd year of Ascendancy at 20:21 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Loial the Ogre Oozemancer level 39
7th Dusk 123rd year of Ascendancy at 09:29 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Loial the Ogre Oozemancer level 37
71st Pyre 123rd year of Ascendancy at 05:09 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Loial the Ogre Oozemancer level 25
3rd Allure 123rd year of Ascendancy at 13:29 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Loial the Ogre Oozemancer level 16
54th Dusk 122nd year of Ascendancy at 17:38 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Loial the Ogre Oozemancer level 29
32nd Regrowth 123rd year of Ascendancy at 14:18 see stats
Log
Loial no longer feels strong.
Your summoned bloated ooze disappears.
Your summoned bloated ooze disappears.
Your summoned mucus ooze disappears.
Talent Pain Enhancement System is ready to use.
Talent Acid Splash is ready to use.
Your summoned mucus ooze disappears.
Your summoned mucus ooze disappears.
Your summoned mucus ooze disappears.
Your summoned mucus ooze disappears.
Talent Call of the Ooze is ready to use.
Talent Mucus is ready to use.
Your summoned mucus ooze disappears.
Talent Infusion: Heroism is ready to use.
Talent Acidfire is ready to use.
Rested for 20 turns (stop reason: all resources and life at maximum).
Loial uses Acidfire.
Loial uses Acid Splash.
Loial's mind surges with critical power!
Loial revels in the pain.
Loial uses Infusion: Heroism.
Loial deactivates Wild Growth.
Loial deactivates Unstoppable Nature.
Loial deactivates Psiblades.
Loial no longer feels strong.
The skin of Loial starts dripping acid.
Loial deactivates Mitosis.
