Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.1 |
Addons | Items Vault 1.0.1 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Cursed |
Level / Exp | 50 / 1139% |
Size | medium |
Lifes / Deaths | Killed by Ivawe the barrow wight at level 21 on the 10th Haze 122nd year of Ascendancy at 12:08 0 / 7Killed by The Master at level 26 on the 36th Haze 122nd year of Ascendancy at 14:10 Killed by elven blood mage at level 28 on the 40th Haze 122nd year of Ascendancy at 01:42 Killed by elven cultist at level 29 on the 41st Haze 122nd year of Ascendancy at 07:01 Killed by worm that walks at level 31 on the 43rd Regrowth 123rd year of Ascendancy at 13:14 Killed by orc grand master assassin at level 36 on the 41st Dusk 123rd year of Ascendancy at 18:19 Killed by Atamathon the Giant Golem at level 50 on the 63rd Haze 124th year of Ascendancy at 20:19 |
Antimagic | Follower |
Primary Stats
Strength | 138.82 (base 62) |
Dexterity | 51 (base 10) |
Constitution | 121.82 (base 60) |
Magic | 35 (base 8) |
Willpower | 121.82 (base 63) |
Cunning | 63 (base 33) |
Resources
Life | 1567/1646 |
Hate | 21/100 |
Psi | 189/212 |
Equilibrium | 45 |
Healing Factor | 0.60434454255632 |
Regeneration | 0.15108613563908 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 15 |
See Invisible | 13 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 321 |
Accuracy | 62 |
Crit Chance | 34% |
APR | 4 |
Speed | 0.90 |
Offense: Spell
Spellpower | 13.75 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 76.29475 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Acid | +13% |
Light | +22% |
Darkness | +29% |
Physical | +19% |
Fire | +27% |
All | +7% |
Offense: Damage Penetration
Darkness | +22% |
Mind | +15% |
Physical | +9% |
Fire | +5% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 49.2 (95%) |
Defense | 27.475 |
Ranged Defense | 27.975 |
Fatigue | 32 |
Physical Save | 65.1685 |
Spell Save | 52.779 |
Mental Save | 61.03425 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 59%( 70%) |
Physical | + 62%( 73%) |
Cold | + 70%( 70%) |
All | + 49%( 70%) |
Lightning | + 70%( 70%) |
Mind | + 64%( 70%) |
Temporal | + 52%( 70%) |
Darkness | + 73%( 86%) |
Arcane | + 59%( 70%) |
Fire | + 70%( 70%) |
Nature | + 49%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 85% |
Fear Resistance | 75% |
Poison Resistance | 0% |
Blind Resistance | 50% |
Silence Resistance | 5% |
Pinning Resistance | 50% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 30% for 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 632 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 986 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1172% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 15 for 9 turns. Also while Heroism is active, you will only die when reaching -485 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. Its effects scale with your Cunning stat. |
Class Talents
Cursed / Predator | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Rampage | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Cursed / Gloom | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 3/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Antimagic | 1.10 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Stalk |
talent | Wild Growth |
talent | Gloom |
talent | Cleave |
talent | Antimagic Shield |
beneficial effect | The target is hunting creatures of type / sub-type: humanoid / orc with 100% effectiveness. Kills: 321 / 674 kills, Damage: +15% / +34%, Attack: +6 / +15, Stun: -- / 6.9%, Outmaneuver: 8.9% / 22.4% Predator |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | Increases your three highest stats by 15. Heroism |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+15% resist all). Shroud of Passing |
beneficial effect | An aura of death surrounds you. Level 2 Curse of Corpses 2Penalty: Fear of Death: -4% resistance against damage from the undead. Level 1: Power over Death: +6% damage against the undead. Level 2: -1 Luck, +2 Strength, +2 Magic Level 3: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Level 4: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | The target is mimicking a previous victim. (+10 Strength, +6 Dexterity, +1 Magic, +1 Willpower, +1 Cunning, +3 Constitution) Mimic |
beneficial effect | A shroud of darkness seems to fall across your path. Level 4, Cursed Aura Curse of Shrouds 4Penalty: Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 12%) for 4 turns. Level 1: Nightwalker: +16 Darkness Resistance, +16% Max Darkness Resistance, +10 See Invisible Level 2: -1 Luck, +7 Constitution Level 3: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 15% for 1 turn after movement. Level 4: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
beneficial effect | Horrible visions fill your mind. Level 2 Curse of Nightmares 2Penalty: Plagued by Visions: Your mental save has a 20% chance to be reduced by 13% when tested. Level 1: Removed from Reality: +3 Physical Resistance, +3 Maximum Physical Resistance Level 2: -1 Luck, +3 Willpower Level 3: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 10 air and an additional 3 air for each level below that. Level 4: Nightmare: Each time you are damaged by a foe there is 0% chance of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck. |
beneficial effect | Mayhem and destruction seem to follow you. Level 1 Curse of Misfortune 1Penalty: Lost Fortune: You seem to find less gold in your journeys. Level 1: Missed Opportunities: +2 Defense, +1 Ranged Defense Level 2: -1 Luck, +3 Cunning Level 3: Devious Mind: You have an affinity for seeing the devious plans of others (+20% chance to avoid traps). Level 4: Unfortunate End: There is a 30% chance that the damage you deal will increase by 40% if it is enough to kill your opponent. |
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 |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you gained talent category Wild-gift / Call of the wild (at mastery 0.80). | done |
You failed to protect the injured seer from death by poison ooze. Escort: injured seer (level 4 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Norgos Lair. Escort: temporal explorer (level 2 of Norgos Lair)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower 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 |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | 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. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlYou talked for a while and it seems she has a crush on you. Melinda decided to come live with you in your Fortress. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 929. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the 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 have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Err not shrouds (0 def, 12 armour) (Corpses) Err not shrouds (0 def, 12 armour) (Corpses)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +12 Fatigue: +4% Changes stats: +6 Con Changes resistances: +2% physical / +15% fire / +15% cold / +6% darkness / +6% temporal Changes damage: +6% acid Physical save: +27 Spell save: +9 Mental save: +15 Confusion immunity: +10% Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | barbed pouch of steel shots of psychokinesis (19/19, 20.5-24.6 power, 2 apr) barbed pouch of steel shots of psychokinesis (19/19, 20.5-24.6 power, 2 apr)Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.5 - 24.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 19 Special effect when this weapon hits: 10% chance to knock the target back Special effect when this weapon crits: wounds the target Damage when this weapon hits(ranged): +8 physical / +7 bleed Shots are used with slings to pummel your foes to death. |
Light source | 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. |
On head | Dragonskull Helm (0 def, 2 armour) (Misfortune) Dragonskull Helm (0 def, 2 armour) (Misfortune)Requires: - Willpower 24 - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +2 Fatigue: +12% Changes resistances: +15% fire / +15% cold / +15% lightning / +15% acid Grants telepathy: Dragon Physical save: +12 Spell save: +12 Mental save: +12 Curse of Misfortune Traces of a dragon's power still remain in this bleached and cracked skull. |
Tool | 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. |
On fingers | gladiator's voratun ring of focus gladiator's voratun ring of focusCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 Changes stats: +8 Str / +7 Con Changes resistances penetration: +9% physical It can be used to activate talent Greater Weapon Focus, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on your blows; each strike has a 33% chance to deal another, similar, blow for 9 turns. This works for all blows, even ones from other talents and from shield bashes. The chance increases with your Dexterity. Rings can have magical properties. |
On fingers | diamond ring diamond ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Rings can have magical properties. |
Around waist | drakeskin leather belt 'Sunrigor' (Nightmares) drakeskin leather belt 'Sunrigor' (Nightmares)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 Changes stats: +2 Str / +1 Wil / +3 Con Changes resistances: +10% fire / +10% cold / +9% lightning / +16% acid Changes resistances penetration: +5% fire Critical mult.: +12.00% Mental save: +15 Mindpower: +12 See invisible: +3 Curse of Nightmares A belt that goes around your waist. |
In main hand | Axe the Great (78-117 power, 4 apr) (Corpses) Axe the Great (78-117 power, 4 apr) (Corpses)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 78.0 - 117.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 90% Damage when this weapon hits: +24 darkness / +4 slime Damage conversion: 60% nature Damage against: +36% Humanoid When wielded/worn: Accuracy: +14 Changes stats: +8 Dex Damage when the wearer hits(melee): 2 darkness Changes resistances: +3% fire / +12% all Changes resistances penetration: +15% nature / +15% mind Critical mult.: +10.00% Curse of Corpses Massive two-handed battleaxes. |
On hands | brawler's drakeskin leather gloves of sorrow (0 def, 3 armour) (Shrouds) brawler's drakeskin leather gloves of sorrow (0 def, 3 armour) (Shrouds)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +4 Str / +4 Dex / +4 Cun Damage when the wearer hits(melee): 37 mind / 23 darkness Talent cooldown: Double Strike (-1 turn) Physical save: +8 Mental save: -6 Mindpower: +10 Curse of Shrouds It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5.00 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Chromatic Harness (10 def, 14 armour) (Nightmares) Chromatic Harness (10 def, 14 armour) (Nightmares)Requires: - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% physical / +20% fire / +20% cold / +20% lightning / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% Curse of Nightmares This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Cloak | elven-silk cloak 'Vipersorrow' (3 def, 0 armour) (Shrouds) elven-silk cloak 'Vipersorrow' (3 def, 0 armour) (Shrouds)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 Changes stats: +4 Str / +3 Wil / +3 Con Damage when the wearer is hit: 8 nature Changes resistances: +6% darkness Changes resistances penetration: +12% darkness Changes damage: +7% darkness Stealth bonus: +18 Mental save: +11 Silence immunity: +5% Defense after a teleport: +15 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Limmir's Amulet of the Moon Limmir's Amulet of the Moon0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Damage when the wearer is hit: 100 fire Changes damage: +20% fire Pinning immunity: +50% Stun/Freeze immunity: +60% Maximum life: +60.00 Light radius: +2 Amulets can have magical properties. |
Inventory
heroism infusion (+4 for 9 turns, die at -100) heroism infusion (+4 for 9 turns, die at -100)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: 28 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 4 for 9 turns. Also while Heroism is active, you will only die when reaching -100 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. 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 (heal 249 over 5 turns) regeneration infusion (heal 249 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: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 249 life over 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. |
warrior's movement infusion (1083% speed; 4 turns) warrior's movement infusion (1083% speed; 4 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: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1083% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength 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. |
wild infusion (resist 28%; cure magical) wild infusion (resist 28%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 28% for 6 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. |
wild infusion (resist 30%; cure physical) wild infusion (resist 30%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 30% for 7 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. 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 |
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: Release a powerful shout, doing 313.17 physical damage in a radius 7 cone in front of you. The damage increases with your 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. |
grounding steel amulet grounding steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% lightning Stun/Freeze immunity: +20% Amulets can have magical properties. |
mindweaver's voratun amulet of healing mindweaver's voratun amulet of healingInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Cun Mental save: +11 Cut immunity: +60% Confusion immunity: +10% Mindpower: +8 Healing mod.: +22% It can be used to activate talent Heal, placing all other charms into a 80 cooldown : Effective talent level: 3.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 450 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
protective voratun amulet of the chosen protective voratun amulet of the chosenPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +4 Defense: +7 Damage when the wearer hits(melee): 13 light Damage when the wearer is hit: 8 light Changes resistances: +10% light Physical save: +23 Amulets can have magical properties. |
steel amulet of the fish steel amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +11% cold Allows you to breathe in: water Amulets can have magical properties. |
vitalizing steel amulet of willpower (+3) vitalizing steel amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil / +3 Con Physical save: +6 Life regen: +0.50 Maximum life: +30.00 Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 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. |
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. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6.00 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 47 damage per turn. The damage will increase with your Mindpower. You do +4% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Polodatira the gold ring Polodatira the gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +7 Cun / +6 Wil Damage when the wearer is hit: 4 temporal Changes damage: +9% arcane Hate when firing a critical mind attack: +1.00 Spellpower: +6 Mindpower: +15 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 40%. Rings can have magical properties. |
Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Archery - slings +0.30 Technique / Thuggery +0.30 Technique / Superiority +0.30 Technique / Two-handed weapons +0.30 Technique / Combat veteran +0.30 Technique / Archery prowess +0.30 Technique / Warcries +0.30 Technique / Two-handed maiming +0.30 Technique / Combat techniques +0.30 Technique / Archery - bows +0.30 Technique / Dual techniques +0.30 Technique / Combat training +0.30 Technique / Shield defense +0.30 Technique / Shield offense +0.30 Technique / Archery training +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. |
gladiator's voratun ring of misery gladiator's voratun ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +9 Changes stats: +6 Str / +5 Cun / +8 Con Hate when firing a critical mind attack: +1.00 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 276% weapon damage over 7 turns, and all healing will be reduced by 20%. Rings can have magical properties. |
marksman's stralite ring of life marksman's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 Changes stats: +4 Dex Life regen: +1.20 Maximum life: +47.00 Healing mod.: +14% Rings can have magical properties. |
psionicist's gold ring of fire (+26%) psionicist's gold ring of fire (+26%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Wil Changes resistances: +26% fire Changes damage: +13% fire Mental save: +4 Rings can have magical properties. |
solipsist's gold ring solipsist's gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Wil Mindpower: +8 Rings can have magical properties. |
solipsist's gold ring of frost (+26%) solipsist's gold ring of frost (+26%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +5 Wil Changes resistances: +26% cold Changes damage: +13% cold Mindpower: +8 Rings can have magical properties. |
treant's voratun ring of life treant's voratun ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +14% nature Physical save: +11 Poison immunity: +16% Disease immunity: +16% Life regen: +1.50 Maximum life: +100.00 Healing mod.: +20% Rings can have magical properties. |
warrior's gold ring of pilfering warrior's gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +8 Defense: +3 Changes stats: +4 Str 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. |
insidious voratun battleaxe of projection (58-87 power, 4 apr) (Shrouds) insidious voratun battleaxe of projection (58-87 power, 4 apr) (Shrouds)Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.0 - 87.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% Damage when this weapon hits: +51 insidious poison / +17 mind Curse of Shrouds It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 6 cooldown. Massive two-handed battleaxes. |
voratun battleaxe 'Hanavon' (58-87 power, 4 apr) (Madness) voratun battleaxe 'Hanavon' (58-87 power, 4 apr) (Madness)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.0 - 87.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% Damage when this weapon hits: +4 arcane Damage conversion: 60% lightning daze When wielded/worn: Accuracy: +31 Defense: +18 Changes stats: +12 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Damage when the wearer is hit: 8 arcane Changes resistances: +6% blight Changes resistances penetration: +14% lightning / +5% arcane Changes damage: +16% physical Stamina when hit: +3.00 Curse of Madness Massive two-handed battleaxes. |
Aerelin (69.5-104.25 power, 4 apr) (Nightmares) Aerelin (69.5-104.25 power, 4 apr) (Nightmares)Requires: - Strength 48 Infused by arcane disrupting forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 69.5 - 104.3 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when the wearer hits(melee): 12 acid Changes resistances: +12% fire / +21% lightning / +12% nature / +12% blight Curse of Nightmares Massive two-handed maul. |
Amokor (68-102 power, 4 apr) (Shrouds) Amokor (68-102 power, 4 apr) (Shrouds)Requires: - Strength 48 Infused by nature 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.0 - 102.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +7 Wil Psi when firing a critical mind attack: +5.00 Maximum psi: +50.00 Curse of Shrouds Massive two-handed maul. |
caustic voratun greatmaul (63.5-95.25 power, 4 apr) (Nightmares) caustic voratun greatmaul (63.5-95.25 power, 4 apr) (Nightmares)Requires: - Strength 48 Infused by nature 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 63.5 - 95.3 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% Damage conversion: 54% acid blind When wielded/worn: Changes resistances penetration: +12% acid Life regen: +2.00 Curse of Nightmares Massive two-handed maul. |
insidious stralite greatmaul of erosion (55.5-83.25 power, 3 apr) (Corpses) insidious stralite greatmaul of erosion (55.5-83.25 power, 3 apr) (Corpses)Requires: - Strength 35 Infused by nature 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 55.5 - 83.3 Uses stat: 120% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% Damage when this weapon hits: +12 nature / +27 insidious poison / +11 temporal Curse of Corpses Massive two-handed maul. |
thunderous voratun greatmaul (63-94.5 power, 4 apr) (Shrouds) thunderous voratun greatmaul (63-94.5 power, 4 apr) (Shrouds)Requires: - Strength 48 Infused by nature 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 63.0 - 94.5 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% Damage conversion: 42% lightning daze When wielded/worn: Changes stats: +4 Str / +4 Dex / +3 Mag / +4 Wil / +3 Cun / +4 Con Changes resistances penetration: +11% lightning Curse of Shrouds Massive two-handed maul. |
Emelovena (46.5-74.4 power, 3 apr) (Nightmares) Emelovena (46.5-74.4 power, 3 apr) (Nightmares)Requires: - Strength 35 Infused by arcane disrupting forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 46.5 - 74.4 Uses stat: 120% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% Damage when this weapon hits: +16 manaburn When wielded/worn: Changes resistances: +15% nature / +15% darkness / +12% temporal Curse of Nightmares Massive two-handed swords. |
Warmaster Gnarg's Murderblade (60-96 power, 19 apr) (Nightmares) Warmaster Gnarg's Murderblade (60-96 power, 19 apr) (Nightmares)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +19 Physical crit. chance: +4.5% Attack speed: 100% Special effect when this weapon hits: 10% chance to send the wielder into a killing frenzy When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Con Talent masteries: +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed weapons See invisible: +25 Curse of Nightmares A blood-etched greatsword, it has seen many foes. From the inside. |
Dawn's Blade (50-70 power, 7 apr) (Shrouds) Dawn's Blade (50-70 power, 7 apr) (Shrouds)Requires: - Magic 18 - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 It is part of a set of items. Base power: 50.0 - 70.0 Uses stats: 25% Mag, 80% Str Damage type: Physical Armour Penetration: +7 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 30% light Damage against: +25% Undead / +25% Demon When wielded/worn: Changes resistances penetration: +25% light Changes damage: +18% light Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Light Talents cooldown: Healing Light (-2 turns) Barrier (-2 turns) Providence (-4 turns) Sun Flare (-2 turns) Spellpower: +10 Spell crit. chance: +4% Light radius: +2 Curse of Shrouds It can be used to invoke dawn, costing 35 power out of 35/35. Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
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." |
Telos's Staff (Top Half) (35-42 power, 0 apr, arcane damage) (Shrouds) Telos's Staff (Top Half) (35-42 power, 0 apr, arcane damage) (Shrouds)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. Type: weapon / staff ; tier 5 Base power: 35.0 - 42.0 Uses stat: 100% Mag Damage type: Arcane Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% arcane Talent granted: +1 Command Staff Mental save: +8 Spellpower: +30 Spell crit. chance: +15% Curse of Shrouds The top part of Telos's broken staff. |
Emblem of Evasion (Corpses) Emblem of Evasion (Corpses)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 When wielded/worn: Ranged Defense: +8 Changes stats: +5 Dex / +3 Cun / +2 Lck Slows Projectiles: +20% Curse of Corpses It can be used to activate talent Evasion (costing 40 power out of 40/40) : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 38% chance to completely evade them for 17 turns. Duration increases with your Willpower, and the chance to evade improves with your Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
hardened drakeskin leather belt of dampening (Nightmares) hardened drakeskin leather belt of dampening (Nightmares)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +8 Defense: +12 Changes resistances: +8% fire / +10% cold / +8% lightning / +9% acid Physical save: +10 Curse of Nightmares A belt that goes around your waist. |
skylord's hardened leather belt of burglary (Corpses) skylord's hardened leather belt of burglary (Corpses)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Str / +2 Dex / +1 Wil / +1 Cun / +5 Lck Trap disarming bonus: +13 Stealth bonus: +10 Physical save: +8 Spell save: +8 Mental save: +6 Infravision radius: +3 Curse of Corpses A belt that goes around your waist. |
Cloth of Dreams (10 def, 0 armour) (Madness) Cloth of Dreams (10 def, 0 armour) (Madness)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 Spell save: +10 Mental save: +10 Mindpower: +6 The wearer is asleep. Lucid-Dreamer:This item allows the wearer to act while sleeping. Curse of Madness It can be used to activate talent Slumber (costing 10 power out of 25/25) : Effective talent level: 3.0 Power cost: 10 out of 25/25. Range: 7.00 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 74 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
regal elven-silk cloak of backstabbing (3 def, 0 armour) (Nightmares) regal elven-silk cloak of backstabbing (3 def, 0 armour) (Nightmares)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +9 Armour penetration: +11 Defense: +3 Changes stats: +3 Wil Critical mult.: +21.00% Stealth bonus: +9 Mental save: +10 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow elven-silk cloak of resilience (3 def, 0 armour) (Shrouds) shadow elven-silk cloak of resilience (3 def, 0 armour) (Shrouds)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 Changes resistances penetration: +16% darkness Changes damage: +13% darkness Stealth bonus: +9 Maximum life: +59.00 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick elven-silk cloak of the guardian (13 def, 14 armour) (Shrouds) thick elven-silk cloak of the guardian (13 def, 14 armour) (Shrouds)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +14 Defense: +13 Changes resistances: +13% cold Physical save: +7 Spell save: +10 Mental save: +10 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
blood-soaked pair of hardened leather boots of tirelessness (0 def, 3 armour) (Misfortune) blood-soaked pair of hardened leather boots of tirelessness (0 def, 3 armour) (Misfortune)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +4 Armour: +3 Fatigue: +3% Stamina each turn: +0.90 Maximum stamina: +18.00 Curse of Misfortune A pair of boots made of leather. |
insulating pair of voratun boots of tirelessness (0 def, 5 armour) (Nightmares) insulating pair of voratun boots of tirelessness (0 def, 5 armour) (Nightmares)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes resistances: +9% fire / +10% cold Stamina each turn: +0.60 Maximum stamina: +10.00 Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
reinforced pair of drakeskin leather boots of rushing (0 def, 12 armour) (Corpses) reinforced pair of drakeskin leather boots of rushing (0 def, 12 armour) (Corpses)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +12 Fatigue: +5% Changes stats: +4 Str / +3 Con Changes resistances: +12% fire / +6% cold / +14% lightning / +6% acid Curse of Corpses It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8.00 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Fists of the Desert Scorpion (8 def, 4 armour) (Nightmares) Fists of the Desert Scorpion (8 def, 4 armour) (Nightmares)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 Changes stats: +3 Str / +3 Cun / +3 Wil Changes damage: +8% physical Talent masteries: +0.20 Psionic / Grip +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 Curse of Nightmares It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 4.0 Power cost: 16 out of 24/24. Range: 6.00 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
archer's voratun gauntlets of sorrow (0 def, 3 armour) (Nightmares) archer's voratun gauntlets of sorrow (0 def, 3 armour) (Nightmares)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +8 Armour penetration: +8 Armour: +3 Changes stats: +3 Cun / +4 Dex Damage when the wearer hits(melee): 23 mind / 23 darkness Mental save: -9 Mindpower: +3 Curse of Nightmares 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. |
brawler's hardened leather gloves of regeneration (0 def, 2 armour) (Shrouds) brawler's hardened leather gloves of regeneration (0 def, 2 armour) (Shrouds)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +3 Str / +3 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +10 Life regen: +0.70 Stamina each turn: +0.60 Psi each turn: +0.15 Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Dragon-helm of Kroltar (5 def, 9 armour) (Shrouds) Dragon-helm of Kroltar (5 def, 9 armour) (Shrouds)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 4 It is part of a set of items. When wielded/worn: Armour: +9 Defense: +5 Fatigue: +10% Changes stats: +5 Str / -4 Lck / +5 Con Curse of Shrouds It can be used to activate talent Warshout (costing 45 power out of 45/45) : Effective talent level: 2.0 Power cost: 45 out of 45/45. Range: melee/personal Travel Speed: instantaneous Description: Shout your warcry in a frontal cone of radius 5. Any targets caught inside will be confused for 5 turns. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
mindcaging dwarven-steel helm of trickery (0 def, 4 armour) (Shrouds) mindcaging dwarven-steel helm of trickery (0 def, 4 armour) (Shrouds)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +4 Fatigue: +4% Changes stats: +3 Cun / +3 Dex Changes resistances: +9% mind Mental save: +7 Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Breath of Eyal (10 def, 10 armour) (Shrouds) Breath of Eyal (10 def, 10 armour) (Shrouds)Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 Fatigue: +20% Changes resistances: +15% arcane / +20% fire / +20% cold / +20% lightning / +20% acid / +20% nature / +20% blight / +20% light / +20% darkness / +20% temporal Spell save: +20 Mindpower: +10 Curse of Shrouds This light weight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it felt in your hands. |
Plate Armor of the King (15 def, 20 armour) (Corpses) Plate Armor of the King (15 def, 20 armour) (Corpses)Requires: - Strength 48 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +20 Defense: +15 Fatigue: +26% Changes stats: +9 Wil Changes resistances: +10% arcane / +25% fire / +25% acid / +25% blight / +25% darkness Physical save: +15 Spell save: +25 Mental save: +25 Stun/Freeze immunity: +30% Knockback immunity: +30% Maximum stamina: +60.00 Light radius: +1 Curse of Corpses Beautifully detailed with images of King Toknor's defence of Last Hope. Despair fills the hearts of even the blackest villains at the sight of it. |
wintry voratun shield of crushing (12 def, 3 armour, 185.5 block) (Corpses) wintry voratun shield of crushing (12 def, 3 armour, 185.5 block) (Corpses)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 Armour: +3 Defense: +12 Ranged Defense: +12 Fatigue: +14% Changes stats: +2 Wil Damage when the wearer is hit: 12 cold Changes resistances: +15% cold Talent granted: +5 Block Curse of Corpses Handheld deflection devices |
3 agate 3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
400 alchemist agate 400 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. |
7 onyx 7 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
10 aquamarine 10 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
10 lapis lazuli 10 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
5 opal 5 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 Gems can be sold for money or used in arcane rituals. |
9 sapphire 9 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
12 topaz 12 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 37 turns) iron pickaxe of endurance (dig speed 37 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% 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. |
6 emerald 6 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
12 jade 12 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
9 turquoise 9 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
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 Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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 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. |
70 alchemist bloodstone 70 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. |
13 bloodstone 13 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. |
12 fire opal 12 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Gems can be sold for money or used in arcane rituals. |
11 garnet 11 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
14 ruby 14 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con 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. |
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. |
Hurafang [power 46] (30 cooldown) Hurafang [power 46] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes resistances: +6% mind / +6% acid Changes damage: +9% mind It can be used to teleport randomly (rad 46), placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers. |
Naturevice of mindblast [power 253] (6 cooldown) Naturevice of mindblast [power 253] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Damage when the wearer is hit: 20 nature Changes resistances: +15% fire Changes resistances penetration: +20% nature Changes damage: +30% fire It can be used to fire a blast of psionic energies in a beam (dam 126-253), placing all other charms into a 6 cooldown. Torques are made by powerful psionics to store psionic powers. |
warded voratun torque of thermal psionic shield [power 169] (20 cooldown) warded voratun torque of thermal psionic shield [power 169] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Maximum wards: +2 physical / +4 mind / +4 darkness Talent granted: +1 Ward It can be used to setup a psionic shield, reducing all fire and cold damage by 169 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
Cold Iron Acorn Cold Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind Changes damage: +12% physical Movement speed: +20% A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
Kyless' Book Kyless' BookInfused by psionic forces 5.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 This was the book that gave power to Kyless and eventually lead to his doom. The book has a simple appearance: bound in leather with no markings on the cover. All of the pages are blank. |
9 amethyst 9 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
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. |
10 diamond 10 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Gems can be sold for money or used in arcane rituals. |
6 moonstone 6 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. |
8 pearl 8 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. |
10 quartz 10 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% Gems can be sold for money or used in arcane rituals. |
13 amber 13 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% Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all 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.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By Aye! the Cornac Cursed level 33
14th Pyre 123rd year of Ascendancy at 15:12 see stats
By Aye! the Cornac Cursed level 43
11st Dusk 124th year of Ascendancy at 16:04 see stats
By Aye! the Cornac Cursed level 28
37th Haze 122nd year of Ascendancy at 12:44 see stats
By Aye! the Cornac Cursed level 17
29th Dusk 122nd year of Ascendancy at 03:06 see stats
By Aye! the Cornac Cursed level 43
4th Dusk 124th year of Ascendancy at 02:14 see stats
By Aye! the Cornac Cursed level 37
42nd Dusk 123rd year of Ascendancy at 10:53 see stats
By Aye! the Cornac Cursed level 50
64th Haze 124th year of Ascendancy at 09:23 see stats
By Aye! the Cornac Cursed level 42
65th Regrowth 124th year of Ascendancy at 19:48 see stats
By Aye! the Cornac Cursed level 35
22nd Pyre 123rd year of Ascendancy at 22:12 see stats
By Aye! the Cornac Cursed level 26
35th Haze 122nd year of Ascendancy at 12:33 see stats
By Aye! the Cornac Cursed level 35
21st Dusk 123rd year of Ascendancy at 10:52 see stats
By Aye! the Cornac Cursed level 39
37th Haze 123rd year of Ascendancy at 19:30 see stats
By Aye! the Cornac Cursed level 45
26th Dusk 124th year of Ascendancy at 20:10 see stats
By Aye! the Cornac Cursed level 38
69th Dusk 123rd year of Ascendancy at 03:41 see stats
By Aye! the Cornac Cursed level 34
20th Pyre 123rd year of Ascendancy at 01:20 see stats
By Aye! the Cornac Cursed level 50
48th Haze 124th year of Ascendancy at 12:46 see stats
By Aye! the Cornac Cursed level 20
8th Haze 122nd year of Ascendancy at 11:45 see stats
By Aye! the Cornac Cursed level 21
10th Haze 122nd year of Ascendancy at 23:06 see stats
By Aye! the Cornac Cursed level 41
7th Allure 124th year of Ascendancy at 09:49 see stats
By Aye! the Cornac Cursed level 37
68th Dusk 123rd year of Ascendancy at 00:20 see stats
By Aye! the Cornac Cursed level 48
66th Dusk 124th year of Ascendancy at 14:05 see stats
By Aye! the Cornac Cursed level 35
27th Pyre 123rd year of Ascendancy at 10:52 see stats
By Aye! the Cornac Cursed level 22
22nd Haze 122nd year of Ascendancy at 05:29 see stats
By Aye! the Cornac Cursed level 45
29th Dusk 124th year of Ascendancy at 20:02 see stats
By Aye! the Cornac Cursed level 10
3rd Summertide 122nd year of Ascendancy at 16:20 see stats
By Aye! the Cornac Cursed level 20
7th Haze 122nd year of Ascendancy at 02:12 see stats
By Aye! the Cornac Cursed level 30
26th Regrowth 123rd year of Ascendancy at 20:10 see stats
By Aye! the Cornac Cursed level 40
55th Haze 123rd year of Ascendancy at 20:39 see stats
By Aye! the Cornac Cursed level 50
23rd Haze 124th year of Ascendancy at 17:56 see stats
By Aye! the Cornac Cursed level 47
47th Dusk 124th year of Ascendancy at 14:45 see stats
By Aye! the Cornac Cursed level 49
23rd Haze 124th year of Ascendancy at 17:31 see stats
By Aye! the Cornac Cursed level 29
2nd Wintertide 123rd year of Ascendancy at 10:45 see stats
By Aye! the Cornac Cursed level 29
41st Haze 122nd year of Ascendancy at 11:41 see stats
By Aye! the Cornac Cursed level 32
50th Regrowth 123rd year of Ascendancy at 12:25 see stats
By Aye! the Cornac Cursed level 34
20th Pyre 123rd year of Ascendancy at 07:26 see stats
By Aye! the Cornac Cursed level 50
48th Haze 124th year of Ascendancy at 12:45 see stats
By Aye! the Cornac Cursed level 10
3rd Summertide 122nd year of Ascendancy at 16:22 see stats
By Aye! the Cornac Cursed level 19
7th Haze 122nd year of Ascendancy at 02:12 see stats
By Aye! the Cornac Cursed level 18
70th Dusk 122nd year of Ascendancy at 10:04 see stats
By Aye! the Cornac Cursed level 14
18th Dusk 122nd year of Ascendancy at 21:31 see stats
By Aye! the Cornac Cursed level 39
35th Haze 123rd year of Ascendancy at 06:43 see stats
By Aye! the Cornac Cursed level 29
40th Haze 122nd year of Ascendancy at 20:59 see stats
By Aye! the Cornac Cursed level 20
8th Haze 122nd year of Ascendancy at 21:31 see stats
By Aye! the Cornac Cursed level 27
37th Haze 122nd year of Ascendancy at 06:53 see stats
Log
Aye! is invigorated by the attack!
Aye! is poisoned!
Poisoned deep water hits Aye! for 0 nature damage.
Ran for 2 turns (stop reason: taken damage).
Aye! is invigorated by the attack!
Aye! stops being poisoned.
Poisoned deep water hits Aye! for 0 nature damage.
Ran for 2 turns (stop reason: taken damage).
Aye! is invigorated by the attack!
Aye! shrugs off the effect 'Poisoned'!
Poisoned deep water hits Aye! for 0 nature damage.
You don't see how to get there...
Limmir the Master Jeweler creates: Limmir's Amulet of the Moon
Aye! wears: Limmir's Amulet of the Moon.
Aye! is no longer attuned.
Ran for 3 turns (stop reason: interesting character).
Limmir the Master Jeweler creates: diamond ring
Aye! wears: diamond ring.
Aye! uses Infusion: Heroism.