
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.3 |
| Addons | Store Wish List 1.1.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Phantasm Redux 1.2.3Changes around the Spell/Phantasm tree. Shadowblades will lose the ability to cast illuminate at will for damage, but they get a few other things to make up for it. T1 - Illuminate: Light up the area and blind in a big radius. Items Vault 1.2.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 50 / 1694% |
| Size | medium |
| Lifes / Deaths | Killed by Islema the black mamba at level 13 on the 31st Dusk 122nd year of Ascendancy at 16:06 1 / 6Killed by Ivylrassra the multi-hued drake hatchling at level 18 on the 36th Haze 122nd year of Ascendancy at 09:19 Killed by Yvith the skeleton master archer at level 22 on the 56th Haze 122nd year of Ascendancy at 22:14 Killed by Poroyann the copperhead snake at level 25 on the 9th Regrowth 123rd year of Ascendancy at 11:49 Killed by vampire lord at level 30 on the 50th Regrowth 123rd year of Ascendancy at 09:30 Killed by Xerymibeth the ultimate teluvorta at level 35 on the 11st Dusk 123rd year of Ascendancy at 04:45 |
| Antimagic | Follower |
Primary Stats
| Strength | 75 (base 60) |
| Dexterity | 42 (base 21) |
| Constitution | 17 (base 11) |
| Magic | 28 (base 14) |
| Willpower | 119.34817338331 (base 65) |
| Cunning | 117.47853870665 (base 64) |
Resources
| Life | 1220/1220 |
| Equilibrium | 48 |
| Stamina | 510/510 |
| Psi | 209/209 |
| Healing Factor | 1 |
| Regeneration | 5.45 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +8.8817841970013E-14% |
| Spell | 0% |
| Global | +106% |
Vision
| Sight | 12 |
| Lite | -994 |
| Infravision | 11 |
| See Invisible | 15 |
| Stealth | 87.606976657583 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 158 |
| Accuracy | 77 |
| Crit Chance | 86% |
| APR | 122 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 118 |
| Accuracy | 77 |
| Crit Chance | 86% |
| APR | 93 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 53% |
| Speed | 1 |
Offense: Mind
| Mindpower | 74.394914250225 |
| Crit Chance | 64% |
| Speed | 1 |
Offense: Damage Bonus
| All | +7% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 39 (30%) |
| Defense | 47.763603705615 |
| Ranged Defense | 48.430270372281 |
| Fatigue | 18 |
| Physical Save | 50.600000000001 |
| Spell Save | 61.54296517104 |
| Mental Save | 77.372337307872 |
Defense: Resistances
| All | + 17%( 70%) |
Defense: Immunities
| Knockback Resistance | 49% |
| Silence Resistance | 20% |
| Stun Resistance | 100% |
| Confusion Resistance | 40% |
| Pinning Resistance | 52% |
| Disarm Resistance | 50% |
| Poison Resistance | 30% |
| Blind Resistance | 38% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 9 turns. While Heroism is active, you will only die when reaching -764 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: 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 magical, physical effects and reduce all damage taken by 34% for 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 555 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 640% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 712% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Cunning / Stealth | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.70 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Technique / Dual weapons | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Acrobatics | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Mental Tyranny |
| talent | Trained Reactions |
| talent | Stealth |
| talent | Psiblades |
| talent | Lacerating Strikes |
| talent | Antimagic Shield |
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 contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Earth's Eyes (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Ivylrassra the multi-hued drake hatchling. Escort: lone alchemist (level 3 of Old Forest) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved talent Track (+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 talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by Ce'Nona the elder vampire. Escort: lost warrior (level 3 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | 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 unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1276. | 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 AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of precision without your aid. 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. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You 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. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of drakeskin leather boots 'Cleansereeve' (0 def, 5 armour) pair of drakeskin leather boots 'Cleansereeve' (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 42% * 30% chance to gain 10% of a turn Changes resistances: +3% nature Changes resistances penetration: +5% temporal Changes damage: +3% blight A pair of boots made of leather. |
| Light source | dwarven lantern 'Issuldil' dwarven lantern 'Issuldil'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 8 blight Changes resistances: +6% temporal Changes resistances penetration: +10% arcane Critical mult.: +20.00% Vim when firing critical spell: +2.00 Maximum life: +60.00 Spell crit. chance: +3% Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Bondur (0 def, 5 armour) Bondur (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +4 Physical crit. chance: +13.0% Armour: +5 Fatigue: +5% Changes stats: +17 Lck / +19 Wil Changes resistances: +24% blight Maximum encumbrance: +40 Mental save: +21 Spell crit. chance: +7% Mental crit. chance: +8% A cap made of leather. |
| On hands | Mayith the Demoncutter (0 def, 9 armour) Mayith the Demoncutter (0 def, 9 armour)Requires: - Talent Armour Training Infused by nature Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Effects when hit in melee: * 35% chance to reduce powers by 20% * 31 arcane resource burn Changes resistances: +9% acid Changes resistances penetration: +5% darkness / +15% fire Changes damage: +6% acid / +6% fire / +3% darkness Spell save: +23 Mental save: +15 Life regen: +5.20 Stamina each turn: +1.20 Psi each turn: +0.40 Maximum life: +77.00 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | quiet voratun torque of psychoportation [power 57] (30 cooldown) quiet voratun torque of psychoportation [power 57] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +5 Silence It can be used to teleport randomly (rad 57), placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers. |
| On fingers | voratun ring 'Filthknight' voratun ring 'Filthknight'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +2 Ranged Defense: +2 Effects on melee hit: * Slows global speed by 41% Changes resistances: +13% nature / +13% blight Physical save: +18 Spell save: +12 Mental save: +13 Poison immunity: +30% Disease immunity: +30% Silence immunity: +20% Disarm immunity: +50% Confusion immunity: +15% Pinning immunity: +52% Stun/Freeze immunity: +10% Knockback immunity: +49% Maximum life: +44.00 Rings can have magical properties. |
| On fingers | voratun ring of misery voratun ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 16% chance to cause random insanity Damage (Melee): 24 bleed Effects on ranged hit: * 15% chance to cause random insanity Damage (Ranged): 19 bleed Changes stats: +9 Cun Hate when firing a critical mind attack: +3.00 Maximum hate: +12.00 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 44%. Rings can have magical properties. |
| Around neck | Lethal :) Lethal :)Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 8 light Changes stats: +10 Cun / +6 Wil Changes resistances: +18% fire / +12% nature / +3% light Changes damage: +9% nature Talent mastery: +0.40 Cunning / Lethality Mental save: +14 Blindness immunity: +38% Confusion immunity: +25% Mindpower: +15 Infravision radius: +10 Sight radius: +2 See invisible: +15 Amulets can have magical properties. |
| In main hand | horrifying living mindstar of flames (16.5-18.15 power, 76 apr, mind damage) horrifying living mindstar of flames (16.5-18.15 power, 76 apr, mind 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: 93% Wil, 56% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +76 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 17 fire / 10 mind / 10 darkness Changes resistances: +16% fire Changes resistances penetration: +17% fire Changes damage: +17% fire / +10% mind / +7% darkness Mindpower: +9 Mental crit. chance: +5% Global speed: +6% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | drakeskin leather belt 'Shimmerpython' drakeskin leather belt 'Shimmerpython'Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 Armour: +14 Defense: +15 Effects on melee hit: * 45% chance to corrode armor * 30% chance to daze Changes stats: +7 Str / +7 Dex / +7 Wil / +7 Cun Changes resistances: +15% lightning Changes resistances penetration: +15% acid Changes damage: +6% lightning / +6% mind Physical save: +36 Spell save: +34 Mental save: +19 Equilibrium when hit: +0.08 Mindpower: +4 Size category: +1 A belt that goes around your waist. |
| In off hand | Psionic Fury (12-13.2 power, 47 apr, mind damage) Psionic Fury (12-13.2 power, 47 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 12.0 - 13.2 Uses stats: 75% Wil, 37% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +47 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +7 Cun / +9 Wil Changes resistances: +10% mind Changes damage: +15% mind / +5% physical Mindpower: +19 Mental crit. chance: +8% It can be used to release a wave of psionic power, costing 40 power out of 40/40. This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. This item has been sent to the Item's Vault. |
| Cloak | Betiletha (2 def, 0 armour) Betiletha (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +8 Armour penetration: +8 Defense: +2 Changes resistances: +9% acid / +3% fire / +6% blight Changes damage: +9% mind Critical mult.: +19.00% Stealth bonus: +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | enlightening hardened leather armour of the wind (9 def, 6 armour) enlightening hardened leather armour of the wind (9 def, 6 armour)Requires: - Strength 16 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +14 Physical crit. chance: +8.0% Armour: +6 Defense: +9 Fatigue: +8% Changes stats: +6 Cun / +5 Wil Mental save: +19 Stamina each turn: +1.10 Chance to avoid any damage: +7% It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 44% of your stamina. A suit of armour made of leather. |
Inventory
healing infusion of the psychic (heal 313) healing infusion of the psychic (heal 313)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: 7 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 313 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+22 for 11 turns, die at -776) heroism infusion of the sneak (+22 for 11 turns, die at -776)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 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 22 for 11 turns. While Heroism is active, you will only die when reaching -776 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (683% speed; 9 turns) movement infusion (683% speed; 9 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: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 683% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 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. |
regeneration infusion of the psychic (heal 615 over 5 turns) regeneration infusion of the psychic (heal 615 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: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 615 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 16%; cure magical, physical) wild infusion (resist 16%; cure magical, physical)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: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 16% for 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 22%; cure magical, physical) wild infusion of the duelist (resist 22%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 22% for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 33%; cure magical, mental) wild infusion of the psychic (resist 33%; cure magical, mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, mental effects and reduce all damage taken by 33% for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 23%; cure mental, physical) wild infusion of the psychic (resist 23%; cure mental, physical)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: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 23% for 6 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Elixir of Invulnerability Elixir of InvulnerabilityInfused by nature 2.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 Blindness immunity: +100% Spellpower: +5 See invisible: +10 It can be used to summon an elder vampire to your side, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 40 power out of 40/40) : Effective talent level: 1.6 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 318 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Mucusnail the gold amulet Mucusnail the gold amuletInfused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 8 nature Changes stats: +3 Wil Changes resistances: +17% temporal / +3% nature / +10% physical Changes resistances penetration: +5% blight / +15% nature Mental save: +10 Confusion immunity: +17% Pinning immunity: +25% Knockback immunity: +25% Stamina each turn: +0.60 Mindpower: +9 Amulets can have magical properties. |
Nimbusmight the stralite amulet Nimbusmight the stralite amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 12 lightning Changes stats: +9 Dex / +5 Con Physical save: +25 Spell save: +18 Mental save: +20 Life regen: +1.70 Maximum life: +42.00 Light radius: +2 Infravision radius: +1 Amulets can have magical properties. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
grounding gold amulet of murder grounding gold amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 Armour penetration: +5 Physical crit. chance: +4.0% Changes resistances: +12% lightning Critical mult.: +13.00% Stun/Freeze immunity: +32% Amulets can have magical properties. |
stralite amulet 'Zothel' stralite amulet 'Zothel'Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -2% Damage when hit (Melee): 8 physical Changes stats: +7 Con Changes resistances: +14% cold / +21% fire / +16% temporal Changes resistances penetration: +10% physical Maximum encumbrance: +20 Physical save: +13 Pinning immunity: +35% Knockback immunity: +33% Life regen: +1.90 Maximum life: +50.00 Amulets can have magical properties. |
voratun amulet 'Torchblight' voratun amulet 'Torchblight'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 8 mind / 8 temporal Changes resistances penetration: +10% fire / +20% mind / +15% temporal Changes damage: +6% fire / +3% mind / +6% temporal Talent mastery: +0.33 Wild-gift / Antimagic Amulets can have magical properties. |
wanderer's stralite amulet of strength (+5) wanderer's stralite amulet of strength (+5)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -6% Changes stats: +5 Str / +7 Dex / +7 Cun / +3 Con Life regen: +0.40 Stamina each turn: +1.00 Movement speed: +10% 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 not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Cystgore CystgoreInfused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 11% chance to cause random insanity Damage (Melee): 9 bleed Effects on ranged hit: * 11% chance to cause random insanity Damage (Ranged): 8 bleed Changes stats: +3 Cun Changes resistances: +5% blight / +13% nature / +24% lightning Changes resistances penetration: +15% nature Changes damage: +12% lightning / +3% nature Poison immunity: +14% Disease immunity: +16% Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 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 44%. Rings can have magical properties. |
Dayqueller DayquellerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 Damage when hit (Melee): 20 light Changes stats: +9 Str / +9 Con Changes resistances: +9% light / +6% fire Changes resistances penetration: +10% light Light radius: +3 Rings can have magical properties. |
Dourmistress the stralite ring Dourmistress the stralite ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 8 lightning Changes stats: +9 Con Changes resistances: +6% darkness / +3% lightning Changes resistances penetration: +5% darkness / +15% lightning Changes damage: +6% blight Physical save: +18 Rings can have magical properties. |
Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Shimmerreeve the voratun ring Shimmerreeve the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 8 lightning Changes resistances: +6% light / +9% acid Changes resistances penetration: +10% mind Disarm immunity: +50% Pinning immunity: +50% Knockback immunity: +49% Maximum life: +50.00 Rings can have magical properties. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
mule's stralite ring of lightning (+32%) mule's stralite ring of lightning (+32%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Changes resistances: +32% lightning Changes damage: +16% lightning Maximum encumbrance: +27 Rings can have magical properties. |
ruby ring ruby ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Rings can have magical properties. |
sneakthief's steel ring of clarity sneakthief's steel ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 Changes stats: +5 Cun / +6 Dex Mental save: +6 Confusion immunity: +26% Rings can have magical properties. |
solipsist's steel ring of tenacity solipsist's steel ring of tenacityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +5 Wil Disarm immunity: +22% Pinning immunity: +24% Knockback immunity: +22% Maximum life: +27.00 Mindpower: +6 Rings can have magical properties. |
stralite ring stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
titan's stralite ring of perseverance titan's stralite ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Con Physical save: +10 Stun/Freeze immunity: +26% Life regen: +2.40 Rings can have magical properties. |
Emelisema the Ebonyvenom (16-17.6 power, 40 apr, mind damage) Emelisema the Ebonyvenom (16-17.6 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +4 darkness Burst (radius 2) on crit: +4 physical When wielded/worn: Fatigue: -8% Damage when hit (Melee): 19 fire Changes resistances: +15% lightning / +15% fire / +3% nature Changes resistances penetration: +5% darkness / +18% fire Changes damage: +6% darkness / +18% fire Reduces incoming crit damage: 10.00% Mindpower: +5 Mental crit. chance: +5% Global speed: +6% 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. |
Eye of the Wyrm (16-17.6 power, 24 apr, physical damage) Eye of the Wyrm (16-17.6 power, 24 apr, physical damage)Requires: - Willpower 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 16.0 - 17.6 Uses stats: 40% Wil, 20% Str, 10% Cun Damage type: Physical Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +2.5% Attack speed: 100% Damage conversion: 18% acid / 18% cold / 18% fire / 18% lightning When wielded/worn: Changes resistances: +8% acid / +8% physical / +8% cold / +8% fire / +8% lightning Changes damage: +8% lightning / +8% physical / +8% cold / +8% fire / +8% acid Talent masteries: +0.10 Wild-gift / Venom drake aspect +0.10 Wild-gift / Cold drake aspect +0.10 Wild-gift / Fire drake aspect +0.10 Wild-gift / Storm drake aspect +0.10 Wild-gift / Sand drake aspect Mindpower: +9 Mental crit. chance: +7% It can be used to activate talent Fire Breath (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 8. Any target caught in the area will take 305.73 fire damage over 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
Insane star:) (15-16.5 power, 40 apr, mind damage) Insane star:) (15-16.5 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. Base power: 15.0 - 16.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 47% chance to cause random insanity When wielded/worn: Damage when hit (Melee): 9 physical Changes stats: +1 Cun Changes resistances: +6% acid / +10% physical / +6% darkness / +10% blight / +6% temporal Changes resistances penetration: +9% physical Changes damage: +10% nature / +9% physical Disease immunity: +25% Life regen: +1.80 Maximum life: +50.00 Mindpower: +5 Mental crit. chance: +5% Healing mod.: +25% Heals friendly targets nearby when you use a nature summon: +28 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. |
Windgrit the living mindstar (16.5-18.15 power, 40 apr, nature damage) Windgrit the living mindstar (16.5-18.15 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +4 light When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 12 nature Changes resistances: +6% nature Changes resistances penetration: +5% light Changes damage: +6% nature Mindpower: +5 Mental crit. chance: +5% Light radius: +3 Healing mod.: +30% Heals friendly targets nearby when you use a nature summon: +27 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. |
horrifying living mindstar of storms (16-17.6 power, 40 apr, nature damage) horrifying living mindstar of storms (16-17.6 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: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 14 lightning / 8 mind / 9 darkness Changes stats: +2 Str / +3 Dex / +3 Mag / +4 Wil / +2 Cun / +3 Con Changes resistances: +16% lightning Changes resistances penetration: +16% lightning Changes damage: +13% lightning / +9% mind / +8% darkness Mindpower: +5 Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
wrathful living mindstar of storms (15.5-17.05 power, 40 apr, mind damage) wrathful living mindstar of storms (15.5-17.05 power, 40 apr, mind 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: 15.5 - 17.1 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 13 lightning Changes stats: +4 Str / +3 Dex / +4 Mag / +3 Wil / +3 Cun / +4 Con Changes resistances: +17% lightning Changes resistances penetration: +12% lightning Changes damage: +13% lightning Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +3.00 Maximum hate: +0.00 Mindpower: +5 Mental crit. chance: +15% 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. |
Nithan's Force Nithan's ForceRequires: - Dexterity 32 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 When wielded/worn: Changes stats: +10 Str / +5 Con Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +35% physical Pinning immunity: +30% Knockback immunity: +30% It can be used to activate talent Pulverizing Auger (costing 25 power out of 25/25) : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Fire a powerful beam of stone shaterring forces, digging out any walls in its path up to 3. The beam also affect any creatures in its path, dealing 102.98 physical damage to all. The damage will increase with your Spellpower. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall. It appears he may have had some magical assistance... |
Awakened Staff of Absorption (60-72 power, 60 apr, physical element) Awakened Staff of Absorption (60-72 power, 60 apr, physical element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 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 tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Ragerim the drakeskin leather belt Ragerim the drakeskin leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +14 Effects on melee hit: * 43% chance to gain 10% of a turn Changes stats: +6 Str / +6 Con Changes resistances: +6% acid Changes resistances penetration: +10% acid / +5% temporal Changes damage: +15% mind Physical save: +15 Size category: +1 A belt that goes around your waist. |
Lisolratta the cashmere cloak (2 def, 0 armour) Lisolratta the cashmere cloak (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +22 Armour penetration: +5 Defense: +2 Fatigue: -6% Damage when hit (Melee): 8 acid Changes stats: +3 Cun / +2 Dex Changes resistances: +7% acid / +7% fire / +5% lightning / +6% cold Changes resistances penetration: +15% acid Maximum life: +62.00 Maximum stamina: +12.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Crimson Robe (12 def, 0 armour) Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Evermoss Robe (12 def, 0 armour) Evermoss Robe (12 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.10 Wild-gift / Moss Physical save: +15 Life regen: +0.20 Mindpower: +12 Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
silk robe 'Grinular' (3 def, 0 armour) silk robe 'Grinular' (3 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Changes stats: +1 Wil / +6 Con Changes resistances: +15% blight / +15% physical Changes damage: +15% physical / +5% nature / +18% mind Mental save: +9 Poison immunity: +28% Disease immunity: +34% Life regen: +5.10 Maximum life: +62.00 Mental crit. chance: +2% Healing mod.: +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven elven-silk robe of life (5 def, 0 armour) stormwoven elven-silk robe of life (5 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes stats: +7 Str / +6 Mag / +8 Wil Changes resistances: +17% blight / +10% cold / +11% lightning Changes damage: +13% lightning / +11% physical / +20% cold Life regen: +4.20 Maximum life: +78.00 Healing mod.: +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Durisarach (6 def, 4 armour) Durisarach (6 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +6 Ranged Defense: +5 Fatigue: +3% Changes stats: +4 Str / +4 Dex / +5 Cun / +3 Con Changes resistances: +6% nature Grants telepathy: Dragon Stun/Freeze immunity: +10% Light radius: +1 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Activating this item is instant. It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.6 Power cost: 25 out of 25/25. Range: 7 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Shockobeisance' (0 def, 3 armour) pair of hardened leather boots 'Shockobeisance' (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 4 lightning Changes stats: +4 Con / +4 Wil Changes resistances: +9% nature Changes resistances penetration: +5% lightning / +8% physical Mindpower: +7 It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 20 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Jetwinter (0 def, 8 armour) Jetwinter (0 def, 8 armour)Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Effects on melee hit: * 15% chance to inflict damage reduction Damage (Melee): 13 mind Changes resistances: +20% blight / +20% arcane / +15% mind / +20% darkness Changes damage: +7% mind Damage affinity(heal): +15% nature Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +20 Mental save: +8 Maximum life: +80.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Emugama' (0 def, 2 armour) hardened leather gloves 'Emugama' (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +4 Con Changes resistances: +9% acid / +3% light / +3% nature Physical save: +21 Spell save: +6 Mental save: +6 It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides 17% chances to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
restful drakeskin leather gloves of regeneration (0 def, 3 armour) restful drakeskin leather gloves of regeneration (0 def, 3 armour)Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Life regen: +8.40 Stamina each turn: +2.70 Psi each turn: +0.34 Maximum stamina: +31.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
scouring hardened leather gloves of the verdant (0 def, 2 armour) scouring hardened leather gloves of the verdant (0 def, 2 armour)Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects when hit in melee: * 27% chance to reduce powers by 20% * 27 arcane resource burn Changes resistances: +13% blight / +14% darkness / +14% arcane Damage affinity(heal): +11% nature Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +34 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
The Face of Fear (8 def, 0 armour) The Face of Fear (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 It can be used to activate talent Instill Fear (costing 18 power out of 45/45) : Effective talent level: 2.0 Power cost: 18 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 31% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 24%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. |
Urthefang (3 def, 0 armour) Urthefang (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 Changes stats: +3 Dex / +10 Wil / +7 Cun Changes resistances: +15% fire / +20% physical / +17% darkness / +15% cold Changes damage: +20% darkness / +15% physical Critical mult.: +5.00% Hate when firing a critical mind attack: +1.00 Maximum hate: +15.00 Mindpower: +16 Mental crit. chance: +8% Light radius: +3 A pointy cloth hat, very wizardly... |
Xanorenor the elven-silk wizard hat (3 def, 0 armour) Xanorenor the elven-silk wizard hat (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 Effects on melee hit: * 30% chance to gain 10% of a turn Damage when hit (Melee): 8 physical / 12 temporal Changes resistances: +42% lightning / +14% temporal / +20% mind Changes damage: +20% lightning / +12% temporal / +20% mind Physical save: +19 Mental save: +19 Maximum psi: +40.00 Mindpower: +10 Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
Xuna (6 def, 6 armour) Xuna (6 def, 6 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +7 Armour: +6 Defense: +6 Fatigue: +3% Effects on melee hit: * 10 arcane resource burn * Slows global speed by 15% Effects when hit in melee: * 15% chance to gain 10% of a turn Changes stats: +6 Cun / +2 Wil Changes resistances: +7% nature / +9% lightning Spell save: +4 Maximum life: +63.00 Infravision radius: +3 Healing mod.: +16% A cap made of leather. |
drakeskin leather cap 'Forestwing' (0 def, 5 armour) drakeskin leather cap 'Forestwing' (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +15 Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 nature Changes stats: +8 Cun / +9 Dex Changes resistances: +15% acid / +11% cold / +13% fire / +5% arcane / +13% lightning Changes resistances penetration: +10% nature Changes damage: +9% fire A cap made of leather. |
310 alchemist agate 310 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. |
Hathokath the Ebonytrencher (dig speed 7 turns) Hathokath the Ebonytrencher (dig speed 7 turns)Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +13 Damage when hit (Melee): 8 darkness Changes stats: +8 Cun / +3 Str Changes resistances: +3% acid / +3% darkness Changes resistances penetration: +25% darkness Changes damage: +11% mind / +11% fire Mental save: +11 Infravision radius: +10 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Blazesteel the dwarven lantern Blazesteel the dwarven lanternCrafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +10 Changes resistances: +3% acid Changes resistances penetration: +10% fire / +11% all Changes damage: +6% fire Blindness immunity: +34% Confusion immunity: +22% Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +2 Light radius: +14 See stealth: +18 See invisible: +15 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 39 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Xeryriawen XeryriawenInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour: +4 Changes resistances: +3% fire Grants telepathy: Demon/Minor Demon/Major Physical save: +9 Stun/Freeze immunity: +10% Knockback immunity: +5% Teleport immunity: +30% Maximum life: +80.00 Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Demonic Orb of Many Ways Demonic 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. |
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. |
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. |
7 bloodstone 7 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. |
5 fire opal 5 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% 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 old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Arorin [power 4] (10 cooldown) Arorin [power 4] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to disease Changes stats: +1 Str / +3 Wil / +2 Con Changes damage: +9% blight Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle Life regen: +0.40 It can be used to remove up to 4 poisons or diseases from the target, placing all other charms into a 10 cooldown. Natural totems are made by powerful wilders to store nature power. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health, armor, and armor hardiness but rooting you in place, costing 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
yew totem of healing 'Xanena' [power 157] (20 cooldown) yew totem of healing 'Xanena' [power 157] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Maximum wards: +3 acid / +4 nature / +3 light Changes resistances penetration: +15% mind Changes damage: +12% mind Talent granted: +1 Ward Mindpower: +4 It can be used to heal the target for 157, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] 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. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
6 diamond 6 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. |
5 pearl 5 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. |
AFTER VICTORY CRAP (16.5-18.15 power, 40 apr, mind damage) AFTER VICTORY CRAP (16.5-18.15 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Unique] 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: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 fire When wielded/worn: Armour: +10 Damage when hit (Melee): 20 ice Changes stats: +1 Mag / +2 Con Changes resistances: +18% blight / +19% cold / +10% nature / +9% light Changes resistances penetration: +10% nature / +20% cold Changes damage: +25% nature / +20% cold Talent mastery: +0.20 Wild-gift / Harmony Spell save: +3 Disease immunity: +47% Silence immunity: +5% Pinning immunity: +5% Equilibrium when hit: +2.50 Only die when reaching: -60.00 life Mindpower: +5 Mental crit. chance: +5% See invisible: +6 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By the Halfling Rogue level 33
61st Regrowth 123rd year of Ascendancy at 08:35 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By the Halfling Rogue level 48
70th Haze 123rd year of Ascendancy at 03:44 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By the Halfling Rogue level 33
59th Regrowth 123rd year of Ascendancy at 15:04 see stats
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By the Halfling Rogue level 36
16th Dusk 123rd year of Ascendancy at 14:32 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By the Halfling Rogue level 46
32nd Haze 123rd year of Ascendancy at 19:27 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By the Halfling Rogue level 39
35th Dusk 123rd year of Ascendancy at 10:17 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By the Halfling Rogue level 18
37th Haze 122nd year of Ascendancy at 04:40 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By the Halfling Rogue level 11
11st Dusk 122nd year of Ascendancy at 09:50 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By the Halfling Rogue level 37
31st Dusk 123rd year of Ascendancy at 02:06 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By the Halfling Rogue level 50
69th Regrowth 124th year of Ascendancy at 07:52 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By the Halfling Rogue level 24
7th Allure 123rd year of Ascendancy at 19:30 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By the Halfling Rogue level 46
46th Haze 123rd year of Ascendancy at 23:37 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By the Halfling Rogue level 18
36th Haze 122nd year of Ascendancy at 07:55 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By the Halfling Rogue level 50
18th Regrowth 124th year of Ascendancy at 20:23 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By the Halfling Rogue level 25
9th Regrowth 123rd year of Ascendancy at 15:35 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By the Halfling Rogue level 10
5th Flare 122nd year of Ascendancy at 18:20 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By the Halfling Rogue level 20
38th Haze 122nd year of Ascendancy at 11:54 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By the Halfling Rogue level 30
48th Regrowth 123rd year of Ascendancy at 08:54 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By the Halfling Rogue level 40
41st Dusk 123rd year of Ascendancy at 02:43 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By the Halfling Rogue level 50
10th Decay 123rd year of Ascendancy at 00:46 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By the Halfling Rogue level 50
14th Regrowth 124th year of Ascendancy at 06:40 see stats
Portal ender (Insane (Adventure) difficulty)
Fought the two Sorcerers and closed three invocation portals.By the Halfling Rogue level 50
69th Regrowth 124th year of Ascendancy at 07:51 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By the Halfling Rogue level 50
7th Allure 124th year of Ascendancy at 22:09 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By the Halfling Rogue level 17
4th Haze 122nd year of Ascendancy at 04:11 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By the Halfling Rogue level 33
27th Pyre 123rd year of Ascendancy at 11:07 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By the Halfling Rogue level 28
41st Regrowth 123rd year of Ascendancy at 02:00 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By the Halfling Rogue level 38
31st Dusk 123rd year of Ascendancy at 05:48 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By the Halfling Rogue level 9
2nd Flare 122nd year of Ascendancy at 01:51 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By the Halfling Rogue level 50
13rd Regrowth 124th year of Ascendancy at 23:27 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By the Halfling Rogue level 50
10th Regrowth 124th year of Ascendancy at 08:49 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By the Halfling Rogue level 10
2nd Dusk 122nd year of Ascendancy at 16:29 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By the Halfling Rogue level 40
70th Dusk 123rd year of Ascendancy at 17:03 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By the Halfling Rogue level 40
41st Dusk 123rd year of Ascendancy at 10:55 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By the Halfling Rogue level 23
68th Haze 122nd year of Ascendancy at 04:03 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By the Halfling Rogue level 32
57th Regrowth 123rd year of Ascendancy at 14:31 see stats
Log
You gain 7.93 gold from the transmogrification of solipsist's voratun ring of warding.
You gain 2.89 gold from the transmogrification of lightning rune (428 lightning damage).
You gain 2.90 gold from the transmogrification of lightning rune (429 lightning damage).
You gain 4.00 gold from the transmogrification of controlled phase door rune (range 10).
You gain 2.66 gold from the transmogrification of acid wave rune of the warrior (386 acid damage; dur 5; apply 70).
You gain 2.35 gold from the transmogrification of acid wave rune (278 acid damage; dur 5; apply 22).
You gain 2.35 gold from the transmogrification of acid wave rune (278 acid damage; dur 5; apply 22).
You gain 1.00 gold from the transmogrification of wild infusion (resist 28%; cure magical).
You gain 9.97 gold from the transmogrification of heroism infusion (+8 for 13 turns, die at -677).
There is an exit to the worldmap here (press '' or right click to use).
You feel mildly anxious, and walk with caution.
Saving game...
Saving done.
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You enter the swirling portal and in the blink of an eye you set foot on the outskirts of Last Hope, with no trace of the portal...
Saving game...
There is a Last Hope (Town) here (press '' or right click to use).
Saving done.
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
Saving game...
Saving done.
The merchant carefully hands you: AFTER VICTORY CRAP (16.5-18.15 power, 40 apr, mind damage)
Saving game...
Saving done.
