Character
Game | Tales of Maj'Eyal: Age of Ascendancy 0.9.44 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Skeleton |
Class | Archer |
Level / Exp | 50 / 618% |
Size | medium |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 100 (base 60) |
Dexterity | 118 (base 65) |
Constitution | 77 (base 60) |
Magic | 48 (base 16) |
Willpower | 24 (base 8) |
Cunning | 61 (base 29) |
Resources
Life | 1715/1715 |
Positive | 34/177 |
Stamina | 222/222 |
Paradox | 150 |
Healing Factor | 1.33 |
Regeneration | 9.2435 |
Speed
Mental | +75% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
See Stealth | 12 |
See Invisible | 12 |
Offense: Mainhand
Damage | 218 |
Accuracy | 77 |
Crit Chance | 44% |
APR | 39 |
Speed | 0.40 |
Offense: Spell
Spellpower | 42.333333333333 |
Crit Chance | 19% |
Speed | 1 |
Offense: Mind
Mindpower | 30.6 |
Crit Chance | 19% |
Speed | 1 |
Offense: Damage Bonus
Physical | +42% |
All | +7% |
Offense: Damage Penetration
Physical | +22% |
Defense: Base
Armour (hardiness) | 81.2 (95%) |
Defense | 58.266666666667 |
Ranged Defense | 58.266666666667 |
Fatigue | 0 |
Physical Save | 81.068505392592 |
Spell Save | 55.530842320987 |
Mental Save | 50.5 |
Defense: Resistances
Acid | + 44%( 70%) |
Blight | + 44%( 70%) |
Physical | + 38%( 70%) |
Cold | + 62%( 70%) |
All | + 30%( 70%) |
Lightning | + 54%( 70%) |
Light | + 36%( 70%) |
Temporal | + 40%( 70%) |
Mind | + 43%( 70%) |
Arcane | + 34%( 70%) |
Fire | + 49%( 70%) |
Nature | + 59%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Bleed Resistance | 100% |
Confusion Resistance | 60% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Stun Resistance | 100% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 10. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 664 damage for 7 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 434 damage for 4 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 14. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Archery - bows | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 0.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Technique / Archery - slings | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery prowess | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Technique / Archery training | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Field control | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Undead / Skeleton | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Celestial / Light | 0.80 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Rapid Shot |
talent | Slow Motion |
talent | Chant of Fortitude |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved Strength by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the Dragon. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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 pwoer system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there, you can now use the farportal. The fortress's current energy level is: 851. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the south east and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. 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. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
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 | Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Pinning immunity: +100% Movement speed: +25% It can be used to activate talent Telekinetic Leap (costing 15 power out of 18/18) : Effective talent level: 4.0 Power cost: 15 out of 18/18. Range: 6.00 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Quiver | Blazespiker (13/13, 68.5-95.9 power, 29 apr) Blazespiker (13/13, 68.5-95.9 power, 29 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 68.5 - 95.9 Uses stats: 70% Dex, 50% Str Damage type: Physical Armour Penetration: +29 Physical crit. chance: +30.0% Capacity: 13 Special effect when this weapon hits: 10% chance to create an air burst Special effect when this weapon crits: cripple the target Travel speed: +400% Damage when this weapon hits(ranged): +8 light / +4 blight Burst (radius 1) on hit: +4 light / +4 blight Burst (radius 2) on crit: +8 blight Arrows are used with bows to pierce your foes to death. |
Light source | Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. Type: lite / lite When wielded/worn: Physical power: +12 Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with radius 1, increasing 1 per turn to a maximum eventual radius of 4, doing 22.69 cold damage and 30.11 physical damage as well as knocking back targets each turn for 5 turns. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
On head | Ulydogorn the voratun helm (15 def, 22 armour) Ulydogorn the voratun helm (15 def, 22 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +22 Defense: +15 Fatigue: +5% Changes stats: +5 Mag / +1 Wil / +1 Con Changes resistances: +19% mind / +15% lightning / +14% temporal Allows you to breathe in: water Physical save: +25 Mental save: +11 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 Defense: +12 Changes stats: +5 Lck / +5 Cun Changes resistances: +5% physical Changes damage: +5% physical Physical save: +10 Spell save: +10 Mental save: +10 See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with the Cunning stat This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
On fingers | sneakthief's voratun ring of life sneakthief's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Cun / +7 Dex Life regen: +1.70 Maximum life: +78.00 Healing mod.: +23% Rings can have magical properties. |
On fingers | Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 Physical power: +10 Armour: +10 Defense: +5 Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Around waist | Drodas DrodasCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +2 Physical crit. chance: +1.0% Physical power: +14 Armour: +15 Defense: +15 Changes stats: +3 Dex / +6 Wil Damage when the wearer hits(melee): 4 arcane Physical save: +30 Mental save: +13 Maximum life: +110.00 A belt that goes around your waist. |
In main hand | Xutira the Sunzephyr Xutira the SunzephyrRequires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Attack speed: 70% Firing range: +10 Travel speed: +200% Burst (radius 1) on hit: +4 fire When wielded/worn: Accuracy: +23 Armour penetration: +3 Physical crit. chance: +15.0% Fatigue: -6% Damage when the wearer is hit: 8 fire Changes resistances: +2% physical Changes resistances penetration: +22% physical Changes damage: +22% physical Talent cooldown: Steady Shot (-1 turn) Healing mod.: +10% Longbows are used to shoot arrows at your foes. |
On hands | archer's dwarven-steel gauntlets of dispersion (0 def, 2 armour) archer's dwarven-steel gauntlets of dispersion (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 Armour penetration: +7 Armour: +2 Changes stats: +3 Dex / +5 Mag / +2 Cun Changes resistances: +5% arcane It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10.00 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes and bad effects from friends) from the target. At level 3 it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Scale Mail of Kroltar (10 def, 14 armour) Scale Mail of Kroltar (10 def, 14 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 It is part of a set of items. When wielded/worn: Armour: +14 Defense: +10 Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% fire / +20% lightning / +20% acid / +20% nature / +20% blight Maximum life: +120.00 It can be used to activate talent Inferno (costing 50 power out of 74/80) : Effective talent level: 3.0 Power cost: 50 out of 74/80. Range: 10.00 Travel Speed: instantaneous Is: a spell Description: Raging flames burn foes and allies alike doing 39.07 fire damage in a radius of 5 each turn for 8 turns. The damage will increase with your Spellpower. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Cloak | Frozen Shroud (12 def, 0 armour) Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 Changes stats: +7 Mag Damage when the wearer is hit: 60 ice Changes resistances: -15% fire / +25% cold / +8% all It can be used to release a blast of ice, costing 30 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Around neck | Radiancehue the gold amulet Radiancehue the gold amuletInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when the wearer is hit: 8 blight Changes resistances: +22% fire / +20% cold / +22% nature / +9% light Physical save: +10 Spell save: +8 Mental save: +11 Poison immunity: +38% Light radius: +2 Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. movement infusion (821% speed; 6 turns)movement infusion (821% speed; 6 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 821% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. lightning rune (289 lightning damage)lightning rune (289 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: 8.00 Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 96.30 to 288.90 lightning damage. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 12) phase door rune (range 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 12. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. teleportation rune (range 103)teleportation rune (range 103) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 103 with a minimum range of 15. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Fiery Choker Fiery ChokerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Garkul's Teeth Garkul's TeethCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Two-handed maiming +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed weapons Physical save: +18 Mental save: +18 Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 4.0 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: A powerful shout, doing 277.83 physical damage in a radius 7 cone in front of you. The damage increases with Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
This item will automatically be transmogrified when you leave the level. voratun amulet of the chosenvoratun amulet of the chosen Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when the wearer hits(melee): 9 light Damage when the wearer is hit: 12 light Changes resistances: +9% light Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to not be of this world, switching rapidly. If used near a portal it could probably activate it. |
Daimuregolach DaimuregolachPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Dex / +2 Con Changes resistances: +5% arcane Changes damage: +9% arcane Grants telepathy: Dragon Rings can have magical properties. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
conjurer's stralite ring of pilfering conjurer's stralite ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +7 Defense: +5 Changes stats: +7 Mag / +7 Wil Spellpower: +12 It can be used to activate talent Disengage, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 7.00 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
conjurer's voratun ring of speed conjurer's voratun ring of speedPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +5 Defense: +6 Changes stats: +8 Mag / +7 Wil Spellpower: +9 Movement speed: +9% It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.6 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training you have learned to focus your actions for a short while, increasing your speed by 32% for 5 turns. Rings can have magical properties. |
sneakthief's stralite ring of life sneakthief's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Life regen: +1.00 Maximum life: +62.00 Healing mod.: +16% Rings can have magical properties. |
treant's voratun ring of warding treant's voratun ring of wardingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +22% fire / +23% cold / +19% lightning / +24% acid / +7% nature Physical save: +11 Poison immunity: +18% Disease immunity: +16% Rings can have magical properties. |
voratun ring of warding voratun ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +25% fire / +12% cold / +24% lightning / +26% acid Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. warrior's voratun ring of arcane powerwarrior's voratun ring of arcane power Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +16 Changes stats: +8 Str Spellpower: +15 Rings can have magical properties. |
Oloruihor OloruihorRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Attack speed: 80% Firing range: +8 Damage when this weapon hits(ranged): +6 acid blind Burst (radius 1) on hit: +6 arcane Damage conversion: 20% acid When wielded/worn: Changes resistances: +5% arcane Longbows are used to shoot arrows at your foes. |
ash longbow 'Bokorab' ash longbow 'Bokorab'Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Attack speed: 70% Firing range: +8 Travel speed: +200% Damage when this weapon hits(ranged): +2 acid blind Burst (radius 1) on hit: +4 blight When wielded/worn: Accuracy: +9 Physical crit. chance: +9.0% Changes stats: +5 Dex Damage when the wearer hits(ranged): 10 acid Damage when the wearer is hit: 4 blight Longbows are used to shoot arrows at your foes. |
caustic dragonbone longbow caustic dragonbone longbowRequires: - Dexterity 48 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Attack speed: 80% Firing range: +10 Damage when this weapon hits(ranged): +14 acid blind When wielded/worn: Changes resistances penetration: +12% acid Life regen: +2.50 Longbows are used to shoot arrows at your foes. |
Ureslak's Femur (52-72.8 power, 5 apr) Ureslak's Femur (52-72.8 power, 5 apr)Requires: - Dexterity 30 - Strength 45 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 52.0 - 72.8 Uses stat: 100% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% Special effect when this weapon hits: 10% chance to shimer to a different hue and gain powers A shortened femur of the mighty prismatic dragon, this erratic club still pulses with Ureslak's volatile nature. |
This item will automatically be transmogrified when you leave the level. caustic voratun mace of rage (46-64.4 power, 6 apr)caustic voratun mace of rage (46-64.4 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stat: 100% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Damage conversion: 32% acid blind When wielded/worn: Accuracy: +15 Changes stats: +7 Str Changes resistances penetration: +12% acid Changes damage: +9% physical Life regen: +1.30 Stamina when hit: +2.50 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. elemental voratun mace (43.5-60.9 power, 6 apr)elemental voratun mace (43.5-60.9 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 43.5 - 60.9 Uses stat: 100% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Special effect when this weapon hits: random elemental effect Damage conversion: 22% fire / 25% cold / 20% lightning / 25% acid Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. glacial voratun mace of torment (46-64.4 power, 6 apr)glacial voratun mace of torment (46-64.4 power, 6 apr) Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stat: 100% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Special effect when this weapon hits: 20% chance to torment the target Damage conversion: 50% ice When wielded/worn: Armour: +11 Changes resistances penetration: +8% mind / +12% cold / +11% darkness Blunt and deadly. |
living mindstar 'Pitchscar' (16.5-18.15 power, 40 apr, nature damage) living mindstar 'Pitchscar' (16.5-18.15 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +4 blight Burst (radius 1) on hit: +4 darkness When wielded/worn: Damage when the wearer hits(melee): 2 blight Changes resistances penetration: +10% physical / +10% fire / +10% cold / +10% acid / +20% blight Changes damage: +14% physical / +15% fire / +15% cold / +13% acid / +30% mind Mindpower: +17 Mental crit. chance: +17% 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. |
Stokeschism the drakeskin leather sling Stokeschism the drakeskin leather slingRequires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Attack speed: 70% Firing range: +10 Travel speed: +200% When wielded/worn: Accuracy: +9 Changes stats: +1 Dex Damage when the wearer hits(ranged): 6 fire Changes resistances penetration: +17% physical Changes damage: +18% physical Talent cooldown: Steady Shot (-1 turn) Slings are used to hurl stones or metal shots at your foes. |
Awakened Staff of Absorption (60-72 power, 60 apr, arcane damage) Awakened Staff of Absorption (60-72 power, 60 apr, arcane damage)Requires: - Magic 60 Powered by unknown forces 7.00 Encumbrance. Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% arcane / +30% fire / +30% cold / +30% lightning Changes damage: +60% arcane / +60% fire / +60% cold / +60% lightning Talent granted: +1 Command Staff Maximum mana: +100.00 Spellpower: +48 Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb energies, 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 tarnishment. 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. greater dragonbone vilestaff of wizardry (30-36 power, 6 apr, fire damage)greater dragonbone vilestaff of wizardry (30-36 power, 6 apr, fire damage) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Fire Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Mag / +6 Wil Changes damage: +30% acid / +30% blight / +30% darkness / +30% fire Talent granted: +1 Command Staff Maximum mana: +68.00 Spellpower: +24 Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. plaguebringer's voratun waraxe (39-54.6 power, 6 apr)plaguebringer's voratun waraxe (39-54.6 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). Damage when this weapon hits: +14 blight When wielded/worn: Disease immunity: +35% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. quick voratun waraxe (40.5-56.7 power, 6 apr)quick voratun waraxe (40.5-56.7 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stat: 100% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 90% When wielded/worn: Accuracy: +12 Changes stats: +6 Dex One-handed war axes. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 Spellpower: +5 Mindpower: +5 A black cloak, with subtle illusion enchantments woven in its very fabric. |
Shadowwedge (3 def, 0 armour) Shadowwedge (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 Changes stats: +10 Mag Damage when the wearer is hit: 20 darkness Changes damage: +15% arcane Mana each turn: +0.20 Spellpower: +10 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Threads of Fate (10 def, 0 armour) Threads of Fate (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 Changes stats: +6 Mag / +6 Wil / +10 Lck Changes resistances: +20% temporal Changes resistances cap: +10% temporal Changes damage: +10% temporal Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Spell / Divination +0.10 Chronomancy / Chronomancy Physical save: +20 Spell save: +20 Mental save: +20 Confusion immunity: +40% Spellpower: +8 It can be used to activate talent See the Threads (costing 50 power out of 50/50) : Effective talent level: 1.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 4 turns. When the effect expires you'll choose which of the three futures becomes your present. Note that seeing visions of your own death can still be fatal This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. This spell takes no time to cast. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
This item will automatically be transmogrified when you leave the level. elven-silk robe of power (5 def, 0 armour)elven-silk robe of power (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes damage: +17% physical / +19% arcane / +18% fire / +13% cold / +16% lightning / +19% acid / +15% nature / +15% blight Spellpower: +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. spellwoven elven-silk robe of power (5 def, 0 armour)spellwoven elven-silk robe of power (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes damage: +11% physical / +12% arcane / +16% fire / +13% cold / +18% lightning / +17% acid / +13% nature / +15% blight Spellpower: +15 Spell crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. pair of voratun boots of evasion (9 def, 5 armour)pair of voratun boots of evasion (9 def, 5 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +9 Fatigue: +4% It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they come, granting you a 55% chance to completely evade them for 7 turns. Duration increases with Willpower, and chance to evade 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 speed (0 def, 5 armour)scholar's pair of voratun boots of speed (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% Spellpower: +5 Movement speed: +20% 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 (8 def, 5 armour)scholar's pair of voratun boots of uncanny dodging (8 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: +8 Ranged Defense: +9 Fatigue: +4% Spellpower: +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Salewe (0 def, 9 armour) Salewe (0 def, 9 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +20 Armour: +9 Changes stats: +6 Cun Damage when the wearer is hit: 4 acid Changes resistances: +13% darkness Changes damage: +6% mind Physical save: +9 Mental save: +22 Maximum life: +73.00 Infravision radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with the Cunning stat Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
alchemist's drakeskin leather gloves of magic (+3) (0 def, 3 armour) alchemist's drakeskin leather gloves of magic (+3) (0 def, 3 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +9 Mag / +3 Wil Damage when the wearer hits(melee): 8 fire / 7 cold / 7 lightning / 10 acid Changes damage: +9% arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. archer's voratun gauntlets of magic (+4) (0 def, 3 armour)archer's voratun gauntlets of magic (+4) (0 def, 3 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 Armour penetration: +8 Armour: +3 Changes stats: +4 Dex / +4 Mag / +4 Cun Changes damage: +9% arcane It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: 10.00 Travel Speed: instantaneous Description: A steady shot, doing 214% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
Lisurimina (0 def, 5 armour) Lisurimina (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: +16 Str / +9 Wil Changes resistances: +9% nature / +3% darkness / +12% temporal Mental save: +25 Light radius: +2 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. 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% fire / +11% cold / +12% lightning / +14% acid A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
leafwalker's drakeskin leather cap of strength (+6) (0 def, 5 armour) leafwalker's drakeskin leather cap of strength (+6) (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Str Changes resistances: +11% nature Spell save: +7 Maximum life: +85.00 Healing mod.: +21% A cap made of leather. |
This item will automatically be transmogrified when you leave the level. mindcaging voratun helm (0 def, 5 armour)mindcaging voratun helm (0 def, 5 armour) Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +8% mind Mental save: +15 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 helm of knowledge (0 def, 5 armour)voratun helm of knowledge (0 def, 5 armour) Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Cun / +5 Wil Mindpower: +6 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. enlightening voratun mail armour of implacability (5 def, 18 armour)enlightening voratun mail armour of implacability (5 def, 18 armour) Requires: - Strength 48 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +18 Defense: +5 Fatigue: +8% Changes stats: +5 Cun / +5 Wil Physical save: +14 Mental save: +21 A suit of armour made of mail. |
Molten Skin (15 def, 12 armour) Molten Skin (15 def, 12 armour)Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 Changes stats: +6 Cun / +6 Mag Damage when the wearer hits(melee): 30 fire / 15 light Damage when the wearer hits(ranged): 30 fire / 15 light Damage when the wearer is hit: 30 fire Changes resistances: +20% fire / -5% cold / +12% light Changes resistances penetration: +15% fire / +10% light Changes damage: +10% all / +20% fire / +5% light Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 12 power out of 16/16) : Effective talent level: 4.0 Power cost: 12 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with radius 5, knocking back anything caught inside and setting them ablaze and doing 114.64 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
This item will automatically be transmogrified when you leave the level. enlightening voratun plate armour of implacability (9 def, 26 armour)enlightening voratun plate armour of implacability (9 def, 26 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: +26 Defense: +9 Fatigue: +19% Changes stats: +5 Cun / +5 Wil Physical save: +12 Mental save: +17 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. fearforged voratun plate armour of implacability (9 def, 23 armour)fearforged voratun plate armour of implacability (9 def, 23 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +23 Defense: +9 Fatigue: +27% Changes stats: +9 Con Changes resistances: +12% fire / +15% darkness / -20% light Physical save: +17 Spell save: +9 Mental save: +9 A suit of armour made of metal plates. |
voratun plate armour 'Islonor' (24 def, 26 armour) voratun plate armour 'Islonor' (24 def, 26 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour penetration: +1 Armour: +26 Defense: +24 Fatigue: +26% Changes stats: +10 Str / +6 Cun / +6 Con Changes resistances: +2% physical / +27% temporal Changes resistances penetration: +5% mind Maximum encumberance: +10 Mental save: +18 Maximum life: +110.00 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. corrosive voratun shield of the sun (12 def, 3 armour, 214.5 block)corrosive voratun shield of the sun (12 def, 3 armour, 214.5 block) Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 Ranged Defense: +12 Fatigue: +14% Changes stats: +2 Con Damage when the wearer is hit: 17 light / 12 acid Changes resistances: +11% light / +11% darkness / +18% acid Talent granted: +5 Block It can be used to activate talent Sun Flare, 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 Is: a spell Description: Invokes Sun flare with radius of 3, blinding your foes for 5 turns and lighting up your immediate area (radius 6). At level 3 it will start dealing 28.98 light damage (radius 3). The damage will increase with the Magic stat. Handheld deflection devices |
This item will automatically be transmogrified when you leave the level. reinforced voratun shield of the sun (12 def, 13 armour, 276.5 block)reinforced voratun shield of the sun (12 def, 13 armour, 276.5 block) Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +13 Defense: +12 Ranged Defense: +12 Fatigue: +14% Damage when the wearer is hit: 20 light Changes resistances: +13% darkness / +11% light Talent granted: +5 Block It can be used to activate talent Sun Flare, 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 Is: a spell Description: Invokes Sun flare with radius of 3, blinding your foes for 5 turns and lighting up your immediate area (radius 6). At level 3 it will start dealing 28.98 light damage (radius 3). The damage will increase with the Magic stat. Handheld deflection devices |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
Gayaseba the quiver of elven-wood arrows (21/31, 46.5-65.1 power, 14 apr) Gayaseba the quiver of elven-wood arrows (21/31, 46.5-65.1 power, 14 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 46.5 - 65.1 Uses stats: 50% Str, 70% Dex Damage type: Physical Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 31 Special effect when this weapon hits: 10% chance to crush the target Special effect when this weapon crits: wounds the target Damage when this weapon hits(ranged): +8 mind / +17 bleed / +13 gravity Burst (radius 2) on crit: +4 acid Damage conversion: 30% acid When wielded/worn: Ammo reloads per turns: +5 Arrows are used with bows to pierce your foes to death. |
barbed quiver of dragonbone arrows of wind (13/13, 54-75.6 power, 18 apr) barbed quiver of dragonbone arrows of wind (13/13, 54-75.6 power, 18 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 54.0 - 75.6 Uses stats: 70% Dex, 50% Str Damage type: Physical Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 13 Special effect when this weapon hits: 10% chance to create an air burst Special effect when this weapon crits: wounds the target Travel speed: +200% Damage when this weapon hits(ranged): +5 bleed Arrows are used with bows to pierce your foes to death. |
battle-ranger's quiver of dragonbone arrows of accuracy (33/33, 52.5-73.5 power, 18 apr) battle-ranger's quiver of dragonbone arrows of accuracy (33/33, 52.5-73.5 power, 18 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 52.5 - 73.5 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy: +17 Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 33 When wielded/worn: Ammo reloads per turns: +3 Arrows are used with bows to pierce your foes to death. |
battle-ranger's quiver of elven-wood arrows of gravity (33/33, 44.5-62.3 power, 14 apr) battle-ranger's quiver of elven-wood arrows of gravity (33/33, 44.5-62.3 power, 14 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 44.5 - 62.3 Uses stats: 70% Dex, 50% Str Damage type: Physical Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 33 Special effect when this weapon hits: 10% chance to crush the target Damage when this weapon hits(ranged): +7 gravity When wielded/worn: Ammo reloads per turns: +3 Arrows are used with bows to pierce your foes to death. |
battle-ranger's quiver of yew arrows of gravity (27/27, 33-46.2 power, 10 apr) battle-ranger's quiver of yew arrows of gravity (27/27, 33-46.2 power, 10 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 33.0 - 46.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 27 Special effect when this weapon hits: 10% chance to crush the target Damage when this weapon hits(ranged): +8 gravity When wielded/worn: Ammo reloads per turns: +3 Arrows are used with bows to pierce your foes to death. |
deadly quiver of dragonbone arrows of wind (14/14, 62.5-87.5 power, 18 apr) deadly quiver of dragonbone arrows of wind (14/14, 62.5-87.5 power, 18 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 62.5 - 87.5 Uses stats: 50% Str, 70% Dex Damage type: Physical Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 14 Special effect when this weapon hits: 10% chance to create an air burst Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
enchanted quiver of dragonbone arrows of annihilation (14/14, 65.5-91.7 power, 25 apr) enchanted quiver of dragonbone arrows of annihilation (14/14, 65.5-91.7 power, 25 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 65.5 - 91.7 Uses stats: 50% Str, 70% Dex Damage type: Physical Armour Penetration: +25 Physical crit. chance: +13.0% Capacity: 14 Turns elapse between self-loadings: 3 Travel speed: +200% When wielded/worn: Ammo reloads per turns: +2 Arrows are used with bows to pierce your foes to death. |
insidious quiver of dragonbone arrows (13/13, 52.5-73.5 power, 18 apr) insidious quiver of dragonbone arrows (13/13, 52.5-73.5 power, 18 apr)Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 52.5 - 73.5 Uses stats: 70% Dex, 50% Str Damage type: Physical Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 13 Damage when this weapon hits(ranged): +24 insidious poison Arrows are used with bows to pierce your foes to death. |
plaguebringer's quiver of dragonbone arrows of accuracy (13/13, 52-72.8 power, 18 apr) plaguebringer's quiver of dragonbone arrows of accuracy (13/13, 52-72.8 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 52.0 - 72.8 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy: +16 Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 13 When this weapon hits: Epidemic (10% chance level 1). Damage when this weapon hits(ranged): +16 blight Arrows are used with bows to pierce your foes to death. |
plaguebringer's quiver of dragonbone arrows of annihilation (14/14, 60-84 power, 25 apr) plaguebringer's quiver of dragonbone arrows of annihilation (14/14, 60-84 power, 25 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 60.0 - 84.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Armour Penetration: +25 Physical crit. chance: +11.0% Capacity: 14 When this weapon hits: Epidemic (10% chance level 1). Travel speed: +200% Damage when this weapon hits(ranged): +9 blight Arrows are used with bows to pierce your foes to death. |
quiver of dragonbone arrows of corruption (14/14, 50-70 power, 18 apr) quiver of dragonbone arrows of corruption (14/14, 50-70 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 50.0 - 70.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 14 Special effect when this weapon hits: 20% chance to curse the target Damage when this weapon hits(ranged): +12 darkness / +13 blight Arrows are used with bows to pierce your foes to death. |
quiver of dragonbone arrows of gravity (13/13, 52-72.8 power, 18 apr) quiver of dragonbone arrows of gravity (13/13, 52-72.8 power, 18 apr)Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 52.0 - 72.8 Uses stats: 50% Str, 70% Dex Damage type: Physical Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 13 Special effect when this weapon hits: 10% chance to crush the target Damage when this weapon hits(ranged): +9 gravity Arrows are used with bows to pierce your foes to death. |
quiver of dragonbone arrows of torment (13/13, 56-78.4 power, 18 apr) quiver of dragonbone arrows of torment (13/13, 56-78.4 power, 18 apr)Requires: - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 56.0 - 78.4 Uses stats: 70% Dex, 50% Str Damage type: Physical Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 13 Special effect when this weapon hits: 20% chance to torment the target When wielded/worn: Changes resistances penetration: +9% mind / +8% darkness Arrows are used with bows to pierce your foes to death. |
self-loading quiver of dragonbone arrows of accuracy (14/14, 54.5-76.3 power, 18 apr) self-loading quiver of dragonbone arrows of accuracy (14/14, 54.5-76.3 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 54.5 - 76.3 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy: +10 Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 14 Turns elapse between self-loadings: 3 Arrows are used with bows to pierce your foes to death. |
sentry's quiver of dragonbone arrows of annihilation (3/34, 59.5-83.3 power, 24 apr) sentry's quiver of dragonbone arrows of annihilation (3/34, 59.5-83.3 power, 24 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 59.5 - 83.3 Uses stats: 50% Str, 70% Dex Damage type: Physical Armour Penetration: +24 Physical crit. chance: +6.0% Capacity: 34 Turns elapse between self-loadings: 3 Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
sentry's quiver of dragonbone arrows of crippling (34/34, 55-77 power, 18 apr) sentry's quiver of dragonbone arrows of crippling (34/34, 55-77 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 55.0 - 77.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Armour Penetration: +18 Physical crit. chance: +13.0% Capacity: 34 Turns elapse between self-loadings: 3 Special effect when this weapon crits: cripple the target Arrows are used with bows to pierce your foes to death. |
1006 alchemist agate 1006 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. |
Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 Spell save: +7 Mental save: +7 Maximum life: +50.00 It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft are covered in runes that recount the stories of the dwarven people. |
brutal voratun pickaxe (dig speed 8 turns) brutal voratun pickaxe (dig speed 8 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +6 Physical power: +8 Critical mult.: +16.00% It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe of quickening (dig speed 11 turns) voratun pickaxe of quickening (dig speed 11 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Lowers spell cool-downs by: 10% It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. Allows you to dig a wall, remove a tree, create ways. |
Guidance GuidanceInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes resistances: +20% blight Changes resistances cap: +10% blight Talent masteries: +0.20 Wild-gift / Call of the wild +0.10 Wild-gift / Antimagic Physical save: +6 Spell save: +6 Mental save: +6 Light radius: +4 Said to have once belonged to Inquisitor Marcus Dunn during the Spellhunt this fist sized quartz crystal glows constantly with a soft white light and was rumoured to be a great aid in meditation, helping focus the mind, body, and soul of the owner as well as protecting them from the foulest of magics. It seems somebody well versed in antimagic could use it to its fullest potential. |
Lisalle LisalleInfused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +3 Wil / +2 Con Grants telepathy: Demon/Major Humanoid/Orc Demon/Minor Light radius: +4 See invisible: +12 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% darkness / +15% light Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 Mindpower: +10 Light radius: +10 It can be used to release the absorbed darkness, costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind (remove a few detrimental mental effects), costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
The Bladed Rift The Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: tool / misc ; tier 4 When wielded/worn: Damage when the wearer is hit: 25 physical + bleeding Changes resistances: +15% temporal Changes damage: +5% physical / +10% temporal Spellpower: +5 Mindpower: +5 It can be used to activate talent Animate Blade (costing 40 power out of 40/40) : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: 10.00 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animate blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Crystal Heart Crystal HeartPowered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 5 It can be used to combine with a suit of body armor, costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Telos's Staff Crystal Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 It can be used to combine with a staff, costing 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
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. |
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. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. Type: gem / red ; tier 5 When carried: Damage when the wearer is hit: 25 fire Spellpower: +7 Dull red runes are etched all over this blackened skull. |
45 alchemist bloodstone 45 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
4 bloodstone 4 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
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 Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 55 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
The Guardian's Totem The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +10 Wil Damage when the wearer is hit: 18 slime Changes resistances: +20% arcane / +20% blight Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 Mindpower: +8 It can be used to call an antimagic pillar, 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. |
warded dragonbone totem of healing [power 205] (35 cooldown) warded dragonbone totem of healing [power 205] (35 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Maximum wards: +2 nature / +2 acid / +3 light Talent granted: +1 Ward It can be used to heals the target for 205, placing all other charms into a 35 cooldown. Natural totems are made by powerful wilders to store nature power. |
Getorek of detection [power 13] (15 cooldown) Getorek of detection [power 13] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +4 Dex / +5 Mag / +9 Con Changes resistances penetration: +25% temporal It can be used to detect the presence of creatures around you (rad 13), placing all other charms into a 15 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Layoth of illumination [power 12] (5 cooldown) Layoth of illumination [power 12] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Changes stats: +3 Cun Damage when the wearer hits(melee): 6 mind Damage when the wearer is hit: 12 acid Grants telepathy: Humanoid/Orc It can be used to light the area (rad 12), placing all other charms into a 5 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elven-wood wand of detection [power 10] (15 cooldown) elven-wood wand of detection [power 10] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to detect the presence of creatures around you (rad 10), placing all other charms into a 15 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. 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 a normal sized one, that glitters in infinite colours, with slight patterns ever shifting away. |
diamond diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Gems can be sold for money or used in arcane rituals. |
2 moonstone 2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 Gems can be sold for money or used in arcane rituals. |
pearl pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Bob III the Skeleton Archer level 29
61st Dusk 123rd year of Ascendancy at 18:11 see stats
By Bob III the Skeleton Archer level 14
44th Haze 122nd year of Ascendancy at 08:50 see stats
By Bob III the Skeleton Archer level 37
70th Haze 123rd year of Ascendancy at 01:01 see stats
By Bob III the Skeleton Archer level 27
6th Dusk 123rd year of Ascendancy at 00:48 see stats
By Bob III the Skeleton Archer level 47
2nd Pyre 124th year of Ascendancy at 03:00 see stats
By Bob III the Skeleton Archer level 40
1st Wintertide 124th year of Ascendancy at 14:39 see stats
By Bob III the Skeleton Archer level 35
62nd Haze 123rd year of Ascendancy at 02:30 see stats
By Bob III the Skeleton Archer level 31
72nd Dusk 123rd year of Ascendancy at 14:24 see stats
By Bob III the Skeleton Archer level 47
80th Regrowth 124th year of Ascendancy at 09:25 see stats
By Bob III the Skeleton Archer level 11
25th Haze 122nd year of Ascendancy at 00:38 see stats
By Bob III the Skeleton Archer level 43
61st Regrowth 124th year of Ascendancy at 09:30 see stats
By Bob III the Skeleton Archer level 30
69th Dusk 123rd year of Ascendancy at 09:24 see stats
By Bob III the Skeleton Archer level 50
75th Pyre 124th year of Ascendancy at 21:30 see stats
By Bob III the Skeleton Archer level 36
66th Haze 123rd year of Ascendancy at 22:05 see stats
By Bob III the Skeleton Archer level 17
10th Regrowth 123rd year of Ascendancy at 14:28 see stats
By Bob III the Skeleton Archer level 23
1st Summertide 123rd year of Ascendancy at 05:57 see stats
By Bob III the Skeleton Archer level 36
66th Haze 123rd year of Ascendancy at 01:22 see stats
By Bob III the Skeleton Archer level 43
61st Regrowth 124th year of Ascendancy at 11:10 see stats
By Bob III the Skeleton Archer level 42
58th Regrowth 124th year of Ascendancy at 05:16 see stats
By Bob III the Skeleton Archer level 24
9th Flare 123rd year of Ascendancy at 01:59 see stats
By Bob III the Skeleton Archer level 14
44th Haze 122nd year of Ascendancy at 09:20 see stats
By Bob III the Skeleton Archer level 42
1st Wintertide 124th year of Ascendancy at 23:46 see stats
By Bob III the Skeleton Archer level 47
55th Pyre 124th year of Ascendancy at 11:12 see stats
By Bob III the Skeleton Archer level 10
3rd Haze 122nd year of Ascendancy at 15:08 see stats
By Bob III the Skeleton Archer level 20
35th Regrowth 123rd year of Ascendancy at 20:12 see stats
By Bob III the Skeleton Archer level 30
68th Dusk 123rd year of Ascendancy at 21:20 see stats
By Bob III the Skeleton Archer level 40
80th Haze 123rd year of Ascendancy at 08:16 see stats
By Bob III the Skeleton Archer level 50
75th Pyre 124th year of Ascendancy at 20:14 see stats
By Bob III the Skeleton Archer level 48
56th Pyre 124th year of Ascendancy at 10:07 see stats
By Bob III the Skeleton Archer level 50
75th Pyre 124th year of Ascendancy at 21:29 see stats
By Bob III the Skeleton Archer level 46
76th Regrowth 124th year of Ascendancy at 08:15 see stats
By Bob III the Skeleton Archer level 23
34th Pyre 123rd year of Ascendancy at 19:05 see stats
By Bob III the Skeleton Archer level 49
75th Pyre 124th year of Ascendancy at 18:55 see stats
By Bob III the Skeleton Archer level 31
75th Dusk 123rd year of Ascendancy at 20:54 see stats
By Bob III the Skeleton Archer level 30
69th Dusk 123rd year of Ascendancy at 12:19 see stats
By Bob III the Skeleton Archer level 6
74th Dusk 122nd year of Ascendancy at 11:38 see stats
By Bob III the Skeleton Archer level 14
44th Haze 122nd year of Ascendancy at 08:50 see stats
By Bob III the Skeleton Archer level 11
31st Haze 122nd year of Ascendancy at 14:10 see stats
By Bob III the Skeleton Archer level 32
16th Haze 123rd year of Ascendancy at 07:24 see stats
By Bob III the Skeleton Archer level 26
2nd Dusk 123rd year of Ascendancy at 22:39 see stats
By Bob III the Skeleton Archer level 17
1st Regrowth 123rd year of Ascendancy at 10:03 see stats
By Bob III the Skeleton Archer level 26
5th Dusk 123rd year of Ascendancy at 00:57 see stats
Log
Talent Rune: Shielding is ready to use.
Rested for 8 turns (stop reason: all resources and life at maximum).
Talent Bone Armour is ready to use.
You pickup 1.80 gold pieces.
Talent Temporal Form is ready to use.
You pickup 0.50 gold pieces.
Talent Rune: Shielding is ready to use.
You pickup 2.95 gold pieces.
You pickup 0.85 gold pieces.
You pickup 0.40 gold pieces.
You pickup 0.65 gold pieces.
You pickup 0.95 gold pieces.
Ran for 2 turns (stop reason: interesting terrain).
You pickup 0.90 gold pieces.
Talent Irresistible Sun is ready to use.
You pickup 2.80 gold pieces.
You pickup 0.70 gold pieces.
Bob III picks up ( .): diamond.
Bob III picks up (A.): greater dragonbone vilestaff of wizardry (30-36 power, 6 apr, fire damage).
Saving done.
Saving done.
Saving game...