Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.3 |
Addons | Quick Drown NPCs 1.2.1New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.2.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Shalore |
Class | Summoner |
Level / Exp | 50 / 1542% |
Size | medium |
Lifes / Deaths | Killed by Polyna the deformed brown bear at level 10 on the 9th Flare 122nd year of Ascendancy at 14:13 4 / 3Killed by giant spider at level 50 on the 9th Decay 123rd year of Ascendancy at 23:57 Killed by Elandar at level 50 on the 10th Decay 123rd year of Ascendancy at 10:21 |
Primary Stats
Strength | 45 (base 32) |
Dexterity | 54 (base 19) |
Constitution | 62 (base 23) |
Magic | 26 (base 9) |
Willpower | 116.63947797488 (base 60) |
Cunning | 122.65830091535 (base 63) |
Resources
Life | 1200/1200 |
Mana | 847/847 |
Equilibrium | 58 |
Positive | 0/177 |
Healing Factor | 1.4850683453814 |
Regeneration | 9.7271976622483 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 6 |
See Stealth | 61 |
See Invisible | 50 |
Offense: Mainhand
Damage | 111 |
Accuracy | 75 |
Crit Chance | 68% |
APR | 90 |
Speed | 1.00 |
Offense: Offhand
Damage | 102 |
Accuracy | 75 |
Crit Chance | 72% |
APR | 103 |
Speed | 1.00 |
Offense: Spell
Spellpower | 26.5 |
Crit Chance | 48% |
Speed | 1 |
Offense: Mind
Mindpower | 79.665190110157 |
Crit Chance | 97% |
Speed | 1 |
Offense: Damage Bonus
All | +7% |
Defense: Base
Armour (hardiness) | 67 (87.462686567164%) |
Defense | 48.133333333333 |
Ranged Defense | 49.466666666667 |
Fatigue | 7 |
Physical Save | 61.05 |
Spell Save | 55.891272430402 |
Mental Save | 94.39631619211 |
Defense: Resistances
All | + 20%( 70%) |
Defense: Immunities
Fear Resistance | 100% |
Stun Resistance | 100% |
Confusion Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1031% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 335 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 36% for 6 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 959% 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. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 23 for 9 turns. While Heroism is active, you will only die when reaching -1017 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. |
Class Talents
Wild-gift / Summoning (melee) | 1.40 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Wild-gift / Summoning (advanced) | 1.40 |
| 5/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Wild-gift / Summoning (utility) | 1.40 |
| 5/5 |
| 4/5 |
| 5/5 |
| 1/5 |
Wild-gift / Summoning (distance) | 1.40 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Wild-gift / Summoning (augmentation) | 1.40 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.10 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Wild-gift / Harmony | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Master Summoner |
talent | Meditation |
talent | Secrets of the Eternals |
talent | Elemental Harmony |
talent | Psiblades |
talent | Chant of Fortress |
talent | Premonition |
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 grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. 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 |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by fire drake. Escort: injured seer (level 4 of Dreadfell) | failed |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +1. | done |
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 +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Dreadfell. Escort: lost anorithil (level 1 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Norgos Lair. Escort: lost anorithil (level 2 of Norgos Lair)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+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 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * 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: 1220. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the 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. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Marus of Elvala has completed an elixir of mysticism without your aid. 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. You have aided Ungrol of Last Hope in creating an elixir of brawn. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 Armour: +12 Defense: +2 Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 Mental save: +10 Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for 4 turns (does not use a turn), costing 20 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. This item has been sent to the Item's Vault. |
Light source | Bloomreeve BloomreeveCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +9% acid / +5% arcane / +3% light Changes damage: +12% nature Spell save: +25 Mental save: +22 Blindness immunity: +35% Confusion immunity: +28% Mindpower: +12 Mental crit. chance: +11% Light radius: +9 See stealth: +46 See invisible: +35 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 4.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 54 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)Requires: - Level 15 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 21 power out of 35/35) : Effective talent level: 2.4 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 9. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. This item has been sent to the Item's Vault. |
On hands | restful rough leather gloves of dispersion (0 def, 1 armour) restful rough leather gloves of dispersion (0 def, 1 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 arcane Changes stats: +4 Mag / +4 Wil Changes resistances: +4% arcane Life regen: +1.10 Stamina each turn: +0.70 Maximum stamina: +11.00 It can be used to activate talent Disperse Magic, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This item has been sent to the Item's Vault. |
Tool | psionic stralite torque of clear mind [power 3] (6 cooldown) =Mental= psionic stralite torque of clear mind [power 3] (6 cooldown) =Mental=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to absorb and nullify at most 3 detrimental mental status effects in the next 10 turns, placing all other charms into a 6 cooldown. When used: 100% chance to regenerate 6 psi. Torques are made by powerful psionics to store psionic powers. |
On fingers | Lightpulverizer the voratun ring =WEAR= Lightpulverizer the voratun ring =WEAR=Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 Fatigue: -10% Effects on melee hit: * 30% chance to blind Changes stats: +1 Str / +7 Dex / +9 Cun / +1 Con Changes resistances penetration: +10% blight Reduces incoming crit damage: 10.00% Maximum encumbrance: +40 Physical save: +12 Life regen: +2.00 Maximum life: +93.00 Healing mod.: +29% Rings can have magical properties. |
On fingers | Gadodin the voratun ring =WEAR= Gadodin the voratun ring =WEAR=Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +33 Armour penetration: +32 Physical crit. chance: +4.0% Defense: +33 Changes stats: +10 Con Changes resistances: +40% lightning / +1% physical Changes damage: +20% lightning Critical mult.: +10.00% Reduces incoming crit damage: 15.00% Maximum encumbrance: +20 Physical save: +20 Heals friendly targets nearby when you use a nature summon: +50 Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Around neck | Emelegata the voratun amulet Emelegata the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Changes stats: +7 Dex / +8 Cun / +11 Con Changes resistances: +3% acid / +12% mind Changes resistances penetration: +5% acid / +5% mind Physical save: +27 Spell save: +18 Mental save: +25 Life regen: +3.20 Stamina each turn: +1.00 Maximum life: +45.00 Movement speed: +10% Amulets can have magical properties. |
In main hand | Great Caller (10-11 power, 28 apr, nature damage) Great Caller (10-11 power, 28 apr, nature damage)Requires: - Willpower 34 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 Uses stats: 58% Wil, 83% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +28 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +7 Cun / +8 Wil Changes damage: +8% fire / +8% physical / +8% cold Talent masteries: +0.10 Wild-gift / Summoning (utility) +0.10 Wild-gift / Summoning (augmentation) +0.10 Wild-gift / Summoning (melee) +0.10 Wild-gift / Summoning (distance) +0.10 Wild-gift / Summoning (advanced) Mindpower: +15 Mental crit. chance: +6% Heals friendly targets nearby when you use a nature summon: +30 Max wilder summons: +2 It can be used to activate talent Rage (costing 10 power out of 16/16) : Effective talent level: 5.6 Power cost: 10 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Induces a killing rage in one of your summons, increasing all its stats by 26 for 10 turns. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
Around waist | BELT BELTInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Changes stats: +6 Dex / +3 Wil / +6 Cun / +6 Con Changes resistances: +10% acid / +23% fire / +9% lightning / +25% cold Changes resistances penetration: +5% mind Spell save: +3 Mental save: +15 Mana each turn: +0.08 Equilibrium when hit: +0.08 Mana when firing critical spell: +5.00 Maximum mana: +40.00 Mindpower: +6 Mental crit. chance: +15% Heals friendly targets nearby when you use a nature summon: +10 A belt that goes around your waist. |
In off hand | Amethyst of Sanctuary (15-16.5 power, 41 apr, mind damage) Amethyst of Sanctuary (15-16.5 power, 41 apr, mind damage)Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 15.0 - 16.5 Uses stats: 75% Wil, 37% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +41 Physical crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +13 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Focus +0.20 Psionic / Absorption Mental save: +25 Maximum psi: +20.00 Mindpower: +25 Mental crit. chance: +8% It can be used to activate talent Resonance Field (costing 15 power out of 25/25) : Effective talent level: 3.0 Power cost: 15 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Activate to create a resonance field that will absorb 50% of all damage you take (398 max absorption). The field will not interfere with Feedback gain. The max absorption value will scale with your Mindpower, and the effect lasts up to ten turns. This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
Cloak | Arinn (7 def, 0 armour) Arinn (7 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +12 Armour penetration: +15 Defense: +7 Ranged Defense: +4 Changes stats: +6 Cun / +6 Wil Changes resistances: +25% darkness / +9% light Changes resistances penetration: +20% darkness Changes damage: +22% darkness / +6% mind Critical mult.: +30.00% Stealth bonus: +37 Physical save: +11 Mental save: +13 Psi when hit: +0.04 Only die when reaching: -50.00 life Mental crit. chance: +9% Heals friendly targets nearby when you use a nature summon: +20 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Plate of the Blackened Mind (15 def, 40 armour) Plate of the Blackened Mind (15 def, 40 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 Fatigue: +17% Effects when hit in melee: * 20% chance to cause random insanity Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 Mental save: +25 Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 9 power out of 25/25) : Effective talent level: 2.0 Power cost: 9 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 18 Armour, 26 Defense and your attacks will gain 49% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. This item has been sent to the Item's Vault. |
Inventory
Primal Infusion (affinity 10%; cure magical, physical, mental) Primal Infusion (affinity 10%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical, mental effects and increase affinity for all damage by 10% for 6 turns. It can be used to inscribe your skin with the infusion.. This wild infusion has evolved. |
healing infusion of the psychic (heal 339) healing infusion of the psychic (heal 339)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 instantly heal yourself for 339 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. |
healing infusion of the psychic (heal 303) healing infusion of the psychic (heal 303)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: 10 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 303 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. |
healing infusion of the psychic (heal 308) healing infusion of the psychic (heal 308)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: 10 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 308 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. |
healing infusion of the sneak (heal 362) healing infusion of the sneak (heal 362)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 instantly heal yourself for 362 and cleanse 1 wound and poison effect. 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. |
healing infusion of the sneak (heal 355) healing infusion of the sneak (heal 355)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: 8 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 355 and cleanse 1 wound and poison effect. 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. |
heroism infusion of the psychic (+21 for 8 turns, die at -638) heroism infusion of the psychic (+21 for 8 turns, die at -638)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: 22 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 8 turns. While Heroism is active, you will only die when reaching -638 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the warrior (+12 for 11 turns, die at -654) heroism infusion of the warrior (+12 for 11 turns, die at -654)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 12 for 11 turns. While Heroism is active, you will only die when reaching -654 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 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. |
movement infusion of the duelist (663% speed; 5 turns) movement infusion of the duelist (663% speed; 5 turns)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: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 663% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
movement infusion of the warrior (692% speed; 7 turns) movement infusion of the warrior (692% speed; 7 turns)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: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 692% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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. |
regeneration infusion (heal 176 over 5 turns) regeneration infusion (heal 176 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: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 176 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. |
regeneration infusion of the sneak (heal 587 over 5 turns) regeneration infusion of the sneak (heal 587 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: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 587 life over 5 turns. 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. |
wild infusion (resist 25%; cure physical) wild infusion (resist 25%; cure 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 physical effects and reduce all damage taken by 25% 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 10%; cure physical) wild infusion (resist 10%; cure 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: 16 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 10% 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 (resist 10%; cure mental, magical) wild infusion (resist 10%; cure mental, magical)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 mental, magical effects and reduce all damage taken by 10% 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 24%; cure magical) wild infusion of the duelist (resist 24%; cure magical)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 magical effects and reduce all damage taken by 24% for 7 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 30%; cure magical) wild infusion of the psychic (resist 30%; cure magical)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 effects and reduce all damage taken by 30% for 7 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 sneak (resist 32%; cure magical) wild infusion of the sneak (resist 32%; cure magical)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 magical effects and reduce all damage taken by 32% for 6 turns. 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. |
wild infusion of the titan (resist 16%; cure magical, mental) wild infusion of the titan (resist 16%; 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: 15 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 16% for 4 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 16%; cure magical) wild infusion of the titan (resist 16%; cure magical)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: 16 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 16% for 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 16%; cure physical) wild infusion of the warrior (resist 16%; cure 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 physical effects and reduce all damage taken by 16% for 5 turns. 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 of the warrior (resist 20%; cure mental) wild infusion of the warrior (resist 20%; cure 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: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 20% for 6 turns. 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 of the wizard (resist 14%; cure magical) wild infusion of the wizard (resist 14%; cure magical)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 magical effects and reduce all damage taken by 14% for 5 turns. Its effects scale with your Magic 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. |
phase door rune of the psychic (range 13; power 43; dur 4) phase door rune of the psychic (range 13; power 43; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 13. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 43%, your defense is increased by 43 and all your resistances by 43%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 208 for 5 turns) shielding rune (absorb 208 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 208 damage for 5 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 335 for 3 turns) shielding rune of the duelist (absorb 335 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 335 damage for 3 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 383 for 5 turns) shielding rune of the warrior (absorb 383 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 383 damage for 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the duelist (range 89) teleportation rune of the duelist (range 89)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 89 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the sneak (range 189) teleportation rune of the sneak (range 189)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 189 with a minimum range of 15. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Arirath the gold amulet =STR= Arirath the gold amulet =STR=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 4 physical Changes stats: +6 Str / +2 Con Changes resistances: +22% mind Maximum encumbrance: +10 Physical save: +20 Confusion immunity: +38% Amulets can have magical properties. |
Ce'Nawyn Ce'NawynInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +14% light / +12% darkness Blindness immunity: +24% Healing mod.: +5% Damage Shield penetration: +20% Amulets can have magical properties. |
Cyruyath the Ashpall Cyruyath the AshpallInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour penetration: +2 Damage when hit (Melee): 12 fire Changes stats: +3 Str Changes resistances: +18% fire Blindness immunity: +34% Infravision radius: +6 Sight radius: +2 See invisible: +13 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... |
gold amulet 'Falethel' gold amulet 'Falethel'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +22% lightning / +5% arcane Grants telepathy: Dragon Spell save: +20 Stun/Freeze immunity: +38% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Amulets can have magical properties. |
grounding gold amulet of cunning (+4) grounding gold amulet of cunning (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Cun Changes resistances: +10% lightning Stun/Freeze immunity: +28% Amulets can have magical properties. |
steel amulet 'Mayonne' steel amulet 'Mayonne'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +9% nature Changes damage: +3% mind Mental save: +7 Confusion immunity: +13% Mindpower: +9 Heals friendly targets nearby when you use a nature summon: +40 Amulets can have magical properties. |
stralite amulet 'Zubivena' stralite amulet 'Zubivena'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical crit. chance: +2.0% Fatigue: -7% Changes resistances: +5% arcane Changes damage: +9% blight / +10% fire Talent masteries: +0.34 Cunning / Survival +0.34 Wild-gift / Summoning (distance) Critical mult.: +17.00% Maximum encumbrance: +40 Silence immunity: +5% Disarm immunity: +5% Life regen: +2.90 Spellpower: +9 Amulets can have magical properties. |
stralite amulet of perfection (0.31 Wild-gift / Summoning (distance),0.31 Wild-gift / Harmony) stralite amulet of perfection (0.31 Wild-gift / Summoning (distance),0.31 Wild-gift / Harmony)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Talent masteries: +0.31 Wild-gift / Summoning (distance) +0.31 Wild-gift / Harmony 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 6 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. |
Blazehash the steel ring Blazehash the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +5% arcane Changes damage: +9% arcane Stun/Freeze immunity: +27% Life regen: +2.20 Light radius: +1 Rings can have magical properties. |
Cyryyatira the Boltraider Cyryyatira the BoltraiderInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to daze Changes resistances: +32% cold Changes resistances penetration: +15% physical Changes damage: +3% physical / +16% cold Maximum encumbrance: +30 Maximum life: +20.00 Rings can have magical properties. |
Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 Physical power: +10 Armour: +10 Armour Hardiness: +20% 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. |
Hettidil the stralite ring Hettidil the stralite ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +1 Dex / +1 Mag / +2 Cun Changes resistances: +18% physical Changes damage: +18% physical Infravision radius: +2 See invisible: +12 Rings can have magical properties. |
Isemina the stralite ring Isemina the stralite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Mag Changes resistances: +3% darkness / +12% cold Physical save: +9 Spell save: +12 Poison immunity: +5% Disarm immunity: +20% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Archery excellence +0.30 Technique / Archery prowess +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Grappling +0.30 Technique / Thuggery +0.30 Technique / Shield defense +0.30 Technique / Two-handed weapons +0.30 Technique / Combat veteran +0.30 Technique / Superiority +0.30 Technique / Combat training +0.30 Technique / Two-handed assault +0.30 Technique / Combat techniques +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Unarmed training +0.30 Technique / Pugilism +0.30 Technique / Shield offense +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Velikira VelikiraInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +1 Changes stats: +1 Str / +3 Mag Maximum encumbrance: +30 Mental save: +15 Confusion immunity: +47% Maximum stamina: +5.00 Light radius: +3 Rings can have magical properties. |
Zanechik the gold ring Zanechik the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +14 Changes stats: +7 Dex Changes damage: +6% mind Grants telepathy: Demon/Minor Humanoid/Orc Demon/Major Critical mult.: +15.00% Rings can have magical properties. |
gladiator's stralite ring of warding =STR= gladiator's stralite ring of warding =STR=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 Changes stats: +9 Str / +8 Con Changes resistances: +26% acid / +25% fire / +24% lightning / +26% cold Rings can have magical properties. |
gold ring 'Scaldcast' =STR= gold ring 'Scaldcast' =STR=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Damage when hit (Melee): 8 fire Changes stats: +5 Str Changes resistances penetration: +25% arcane / +5% fire Changes damage: +3% arcane / +6% fire Rings can have magical properties. |
gold ring of sensing gold ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Blindness immunity: +32% Infravision radius: +4 See stealth: +10 See invisible: +5 Rings can have magical properties. |
marksman's copper ring of tenacity marksman's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 Changes stats: +2 Dex Disarm immunity: +20% Pinning immunity: +21% Knockback immunity: +20% Maximum life: +21.00 Rings can have magical properties. |
marksman's steel ring of fire (+22%) marksman's steel ring of fire (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 Changes stats: +3 Dex Changes resistances: +22% fire Changes damage: +11% fire Rings can have magical properties. |
marksman's voratun ring of arcana(+0.23/turn) =DEX= marksman's voratun ring of arcana(+0.23/turn) =DEX=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +18 Changes stats: +9 Dex Silence immunity: +39% Mana each turn: +0.23 Rings can have magical properties. |
painweaver's stralite ring of pilfering painweaver's stralite ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +14 Armour penetration: +15 Physical power: +17 Defense: +15 Changes damage: +8% all Spellpower: +11 Mindpower: +17 Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
solipsist's gold ring of pilfering solipsist's gold ring of pilferingCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 Armour penetration: +10 Defense: +9 Changes stats: +5 Cun / +5 Wil Mindpower: +7 Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
solipsist's steel ring of pilfering solipsist's steel ring of pilferingCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 Armour penetration: +8 Defense: +8 Changes stats: +5 Cun / +4 Wil Mindpower: +7 Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
solipsist's stralite ring solipsist's stralite ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +8 Cun / +7 Wil Mindpower: +13 Rings can have magical properties. |
stralite ring 'Ragykhad' stralite ring 'Ragykhad'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +3 Str / +1 Dex / +1 Mag / +1 Wil Changes resistances: +6% mind Changes resistances penetration: +10% mind Changes damage: +3% mind Mental save: +13 Confusion immunity: +44% Rings can have magical properties. |
stralite ring of clarity stralite ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Mental save: +12 Confusion immunity: +31% Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring 'Glintcut' voratun ring 'Glintcut'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 Changes stats: +11 Mag / +7 Wil / +7 Cun Changes resistances: +6% light Changes resistances penetration: +10% light Changes damage: +6% blight / +7% all Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 10.00% Spellpower: +48 Mindpower: +19 Infravision radius: +1 Rings can have magical properties. |
voratun ring 'Olizilarin' voratun ring 'Olizilarin'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +1 Mag / +11 Wil / +9 Cun Changes resistances: +3% physical / +6% darkness / +15% blight / +49% nature / +5% arcane Changes damage: +17% nature Mental save: +30 Poison immunity: +30% Disease immunity: +30% Mindpower: +14 Infravision radius: +1 Rings can have magical properties. |
warrior's steel ring of darkness (+22%) =STR= warrior's steel ring of darkness (+22%) =STR=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% darkness Changes damage: +11% darkness Rings can have magical properties. |
wizard's copper ring of clarity wizard's copper ring of clarityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 Mental save: +6 Confusion immunity: +23% Rings can have magical properties. |
wizard's stralite ring of speed =SPEED= wizard's stralite ring of speed =SPEED=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 Defense: +11 Changes stats: +9 Mag Spell save: +18 Movement speed: +22% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 4.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. |
Barksquall (38.5-50.05 power, 9 apr) Barksquall (38.5-50.05 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 23% chance to disease * 25% chance to put talents on cooldown Damage (Melee): +24 blight / +16 nature When wielded/worn: Changes resistances: +9% nature / +9% temporal Changes resistances penetration: +5% temporal Changes damage: +21% nature / +12% temporal Sharp, short and deadly. |
Life Drinker (42-54.6 power, 11 apr) Life Drinker (42-54.6 power, 11 apr)Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stats: 55% Mag, 35% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 24 power out of 50/50) : Effective talent level: 2.0 Power cost: 24 out of 50/50. Range: 6 Travel Speed: 600% of base Is: a spell Description: Infects the target with parasitic carrion worm larvae for 6 turns. Each turn the disease will remove a beneficial physical effect and deal 5.89 acid and 5.89 blight damage. If not cleared after five turns it will inflict 111.67 acid damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Black blood for foul deeds. This dagger serves evil. |
summoner's living mindstar (16-17.6 power, 40 apr, mind damage) summoner's living mindstar (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% When wielded/worn: Mindpower: +17 Mental crit. chance: +11% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Islada the drakeskin leather sling Islada the drakeskin leather slingRequires: - Dexterity 48 - 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: 125% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). Damage (Ranged): +24 lightning / +20 cold When wielded/worn: Ranged Defense: +4 Changes stats: +7 Mag Changes resistances: +3% lightning / +5% arcane Changes damage: +22% lightning / +22% cold / +15% arcane Physical save: +3 Blindness immunity: +20% Poison immunity: +20% Cut immunity: +5% Knockback immunity: +20% Spellpower: +15 See invisible: +12 Slings are used to hurl stones or metal shots at your foes. |
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 120 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. |
Burnreek the elven-silk cloak (3 def, 0 armour) Burnreek the elven-silk cloak (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 Armour penetration: +10 Defense: +3 Damage when hit (Melee): 16 fire Changes stats: +6 Str / +5 Dex / +6 Mag / +6 Wil / +5 Cun / +6 Con Changes resistances: +6% arcane Changes resistances penetration: +10% fire Changes damage: +12% acid Physical save: +13 Maximum life: +110.00 Spell crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of voratun boots 'Blazesweeper' (0 def, 15 armour) pair of voratun boots 'Blazesweeper' (0 def, 15 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: +4% Damage when hit (Melee): 16 acid / 22 fire Changes stats: +10 Str / +10 Con Changes resistances: +14% acid / +25% temporal / +29% darkness / +13% fire / +15% lightning / +15% cold Changes resistances penetration: +19% temporal / +20% darkness / +25% fire Changes damage: +6% acid / +10% physical / +6% mind Defense after a teleport: +24 Resist all after a teleport: +20% New effects duration reduction after a teleport: +29% Size category: +1 Activating this item is instant. It can be used to activate talent Heave, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of drakeskin leather boots of phasing (0 def, 5 armour) undeterred pair of drakeskin leather boots of phasing (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Mag / +4 Wil Silence immunity: +50% Confusion immunity: +40% Stun/Freeze immunity: +50% Activating this item is instant. It can be used to blink to a nearby random location, placing all other charms into a 15 cooldown. A pair of boots made of leather. |
Yaldan Baoth (0 def, 6 armour) =CON= Yaldan Baoth (0 def, 6 armour) =CON=Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +10 Wil / +7 Con Changes resistances: +10% light / +15% darkness Changes resistances cap: +10% darkness Changes damage: +10% light Sight radius: -2 Reduce all damage from unseen attackers: 25% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
drakeskin leather cap 'Glabeth' (0 def, 5 armour) =STR= drakeskin leather cap 'Glabeth' (0 def, 5 armour) =STR=Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 Armour: +5 Fatigue: +5% Changes stats: +14 Str / +9 Dex / +10 Wil / +5 Con Changes resistances: +14% blight Changes resistances penetration: +15% arcane Mental save: +14 Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +2% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% A cap made of leather. |
drakeskin leather cap 'Oozecut' (0 def, 5 armour) drakeskin leather cap 'Oozecut' (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 54% * 10 arcane resource burn Changes stats: +1 Cun Changes resistances: +25% cold / +3% nature / +6% light Changes damage: +6% mind Allows you to breathe in: water Spell save: +9 Mental save: +3 A cap made of leather. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Mummified Egg-sac of Ungolรซ Mummified Egg-sac of UngolรซInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon spiders, costing 48 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 Mindpower: +10 Light radius: +10 Absorbs all darkness in its light radius. It can be used to release the absorbed darkness, costing 6 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind (remove a few detrimental mental effects), costing 24 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
alchemist's lamp 'Dagudurim' alchemist's lamp 'Dagudurim'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +12% acid Changes resistances penetration: +20% acid Blindness immunity: +36% Confusion immunity: +18% Light radius: +7 See stealth: +10 See invisible: +13 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 4.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 54 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
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 6 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. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 Dull red runes are etched all over this blackened skull. |
3 fire opal 3 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. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of fire, costing 30 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (2/3) Rod of Recall (2/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 122 power out of 351/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (5/5) Rod of Spydric Poison (5/5)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 15 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Star Shot (20/20, 32-38.4 power, 15 apr) Star Shot (20/20, 32-38.4 power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 32.0 - 38.4 Uses stats: 50% Cun, 70% Dex Damage type: Fire Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 20 On weapon hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
Chargefear [power 131] (12 cooldown) =LIGHT= Chargefear [power 131] (12 cooldown) =LIGHT=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 15% chance to daze Changes resistances: +9% acid / +3% mind Changes resistances penetration: +5% lightning Talent cooldown: Silence (+5 turn) Talent granted: +5 Silence Spell save: +6 Confusion immunity: +15% Stun/Freeze immunity: +10% Only die when reaching: -80.00 life It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 131 for 7 turns, placing all other charms into a 12 cooldown. Torques are made by powerful psionics to store psionic powers. |
Isorera [power 31] (18 cooldown) Isorera [power 31] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +2 Telekinetic Blast Spell save: +25 Vim when firing critical spell: +1.00 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% It can be used to teleport randomly (rad 31), placing all other charms into a 18 cooldown. Torques are made by powerful psionics to store psionic powers. |
hateful voratun torque of kinetic psionic shield [power 141] (12 cooldown) =Physical= hateful voratun torque of kinetic psionic shield [power 141] (12 cooldown) =Physical=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 141 for 7 turns, placing all other charms into a 12 cooldown. When used: 100% chance to regenerate 10 hate. Torques are made by powerful psionics to store psionic powers. |
psionic voratun torque of mindblast [power 353] (4 cooldown) psionic voratun torque of mindblast [power 353] (4 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to fire a blast of psionic energies in a beam (dam 176-353), placing all other charms into a 4 cooldown. When used: 100% chance to regenerate 11 psi. Torques are made by powerful psionics to store psionic powers. |
quiet stralite torque of kinetic psionic shield [power 99] (12 cooldown) =PHYS= quiet stralite torque of kinetic psionic shield [power 99] (12 cooldown) =PHYS=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +2 Silence It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 99 for 7 turns, placing all other charms into a 12 cooldown. Torques are made by powerful psionics to store psionic powers. |
voratun torque of psychoportation [power 52] (18 cooldown) voratun torque of psychoportation [power 52] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to teleport randomly (rad 52), placing all other charms into a 18 cooldown. Torques are made by powerful psionics to store psionic powers. |
warded voratun torque of thermal psionic shield [power 125] (12 cooldown) =PHYS= warded voratun torque of thermal psionic shield [power 125] (12 cooldown) =PHYS=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Maximum wards: +2 physical / +3 mind / +3 darkness Talent granted: +1 Ward It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 125 for 7 turns, placing all other charms into a 12 cooldown. Torques are made by powerful psionics to store psionic powers. |
dragonbone totem of healing [power 240] (12 cooldown) dragonbone totem of healing [power 240] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal the target for 240, placing all other charms into a 12 cooldown. Natural totems are made by powerful wilders to store nature power. |
forceful ash totem of cure ailments [power 2] (6 cooldown) forceful ash totem of cure ailments [power 2] (6 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to remove up to 2 poisons or diseases from the target, placing all other charms into a 6 cooldown. When used: 100% chance to regenerate 4 stamina. Natural totems are made by powerful wilders to store nature power. |
Blazehacker [power 19] (6 cooldown) Blazehacker [power 19] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Damage when hit (Melee): 12 light Changes resistances penetration: +5% blight / +10% light Changes damage: +9% light Light radius: +1 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 19), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Poronne [power 361] (6 cooldown) Poronne [power 361] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Damage when hit (Melee): 12 arcane Changes stats: +4 Mag Spell save: +10 Vim when firing critical spell: +1.00 It can be used to fire a bolt of a random element (dam 180-361), placing all other charms into a 6 cooldown. When used: 100% chance to regenerate 7 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Rod of Asphyxiation Rod of AsphyxiationPowered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / wand It can be used to asphyxiate an unsuspecting target, costing 4 power out of 80/80. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
yew wand of trap destruction [power 54] (9 cooldown) yew wand of trap destruction [power 54] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to try to disarm traps in a line (disarm power 54), placing all other charms into a 9 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star =IMTHEMAPPPP= Burning Star =IMTHEMAPPPP=Powered 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 18 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. |
diamond diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Gems can be sold for money or used in arcane rituals. |
moonstone 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. |
3 pearl 3 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Clearly Insane the Shalore Summoner level 35
2nd Pyre 123rd year of Ascendancy at 00:58 see stats
By Clearly Insane the Shalore Summoner level 50
39th Haze 123rd year of Ascendancy at 18:04 see stats
By Clearly Insane the Shalore Summoner level 35
1st Time of Balance 123rd year of Ascendancy at 04:36 see stats
By Clearly Insane the Shalore Summoner level 40
37th Pyre 123rd year of Ascendancy at 22:48 see stats
By Clearly Insane the Shalore Summoner level 47
27th Dusk 123rd year of Ascendancy at 16:03 see stats
By Clearly Insane the Shalore Summoner level 38
31st Pyre 123rd year of Ascendancy at 02:38 see stats
By Clearly Insane the Shalore Summoner level 37
23rd Pyre 123rd year of Ascendancy at 23:52 see stats
By Clearly Insane the Shalore Summoner level 11
6th Dusk 122nd year of Ascendancy at 19:22 see stats
By Clearly Insane the Shalore Summoner level 37
25th Pyre 123rd year of Ascendancy at 01:25 see stats
By Clearly Insane the Shalore Summoner level 42
63rd Pyre 123rd year of Ascendancy at 17:54 see stats
By Clearly Insane the Shalore Summoner level 27
77th Haze 122nd year of Ascendancy at 19:09 see stats
By Clearly Insane the Shalore Summoner level 50
10th Decay 123rd year of Ascendancy at 18:16 see stats
By Clearly Insane the Shalore Summoner level 23
55th Haze 122nd year of Ascendancy at 01:53 see stats
By Clearly Insane the Shalore Summoner level 26
77th Haze 122nd year of Ascendancy at 16:54 see stats
By Clearly Insane the Shalore Summoner level 50
66th Haze 123rd year of Ascendancy at 15:27 see stats
By Clearly Insane the Shalore Summoner level 22
32nd Haze 122nd year of Ascendancy at 18:36 see stats
By Clearly Insane the Shalore Summoner level 10
8th Flare 122nd year of Ascendancy at 17:01 see stats
By Clearly Insane the Shalore Summoner level 20
25th Haze 122nd year of Ascendancy at 05:59 see stats
By Clearly Insane the Shalore Summoner level 30
5th Allure 123rd year of Ascendancy at 02:09 see stats
By Clearly Insane the Shalore Summoner level 40
37th Pyre 123rd year of Ascendancy at 18:15 see stats
By Clearly Insane the Shalore Summoner level 50
61st Dusk 123rd year of Ascendancy at 23:00 see stats
By Clearly Insane the Shalore Summoner level 50
61st Haze 123rd year of Ascendancy at 05:28 see stats
By Clearly Insane the Shalore Summoner level 50
10th Decay 123rd year of Ascendancy at 18:15 see stats
By Clearly Insane the Shalore Summoner level 49
61st Dusk 123rd year of Ascendancy at 22:36 see stats
By Clearly Insane the Shalore Summoner level 17
77th Dusk 122nd year of Ascendancy at 03:32 see stats
By Clearly Insane the Shalore Summoner level 46
18th Dusk 123rd year of Ascendancy at 07:58 see stats
By Clearly Insane the Shalore Summoner level 21
30th Haze 122nd year of Ascendancy at 14:38 see stats
By Clearly Insane the Shalore Summoner level 37
25th Pyre 123rd year of Ascendancy at 09:26 see stats
By Clearly Insane the Shalore Summoner level 11
20th Dusk 122nd year of Ascendancy at 04:45 see stats
By Clearly Insane the Shalore Summoner level 50
60th Haze 123rd year of Ascendancy at 10:42 see stats
By Clearly Insane the Shalore Summoner level 50
10th Decay 123rd year of Ascendancy at 18:16 see stats
By Clearly Insane the Shalore Summoner level 11
16th Dusk 122nd year of Ascendancy at 21:24 see stats
By Clearly Insane the Shalore Summoner level 42
71st Pyre 123rd year of Ascendancy at 18:33 see stats
By Clearly Insane the Shalore Summoner level 29
2nd Wintertide 123rd year of Ascendancy at 06:50 see stats
By Clearly Insane the Shalore Summoner level 20
28th Haze 122nd year of Ascendancy at 00:50 see stats
By Clearly Insane the Shalore Summoner level 34
79th Regrowth 123rd year of Ascendancy at 21:08 see stats
Log
You gain 5.62 gold from the transmogrification of drakeskin leather cap of fortune (0 def, 5 armour).
You gain 3.48 gold from the transmogrification of clarifying elven-silk wizard hat of light (+30%) (3 def, 0 armour).
You gain 9.82 gold from the transmogrification of heroic voratun gauntlets of archery (0 def, 9 armour).
You gain 10.21 gold from the transmogrification of undeterred pair of drakeskin leather boots of uncanny dodging (10 def, 5 armour).
You gain 16.85 gold from the transmogrification of scholar's pair of voratun boots of void walking (0 def, 5 armour).
You gain 6.11 gold from the transmogrification of restorative pair of drakeskin leather boots (0 def, 5 armour).
You gain 3.01 gold from the transmogrification of pair of voratun boots of spellbinding (0 def, 5 armour).
You gain 3.45 gold from the transmogrification of pair of voratun boots of rushing (0 def, 5 armour).
You gain 2.25 gold from the transmogrification of insulating pair of voratun boots of uncanny dodging (9 def, 5 armour).
You gain 10.06 gold from the transmogrification of stormwoven elven-silk robe of the mountain (+15%) (5 def, 0 armour).
You gain 11.22 gold from the transmogrification of elemental voratun waraxe of rage (38.5-53.9 power, 6 apr).
You gain 7.07 gold from the transmogrification of caustic voratun waraxe of massacre (50.5-70.7 power, 6 apr).
You gain 7.65 gold from the transmogrification of lifebinding dragonbone magestaff (30-36 power, 6 apr, lightning element).
You gain 14.43 gold from the transmogrification of greater dragonbone magestaff of invocation (30-36 power, 6 apr, fire element).
You gain 6.25 gold from the transmogrification of dragonbone magestaff of blasting (30-36 power, 6 apr, cold element).
You gain 8.80 gold from the transmogrification of thought-forged voratun mace of daylight (45-63 power, 6 apr).
You gain 14.35 gold from the transmogrification of Glintbraid (44.5-62.3 power, 6 apr).
You gain 17.12 gold from the transmogrification of thunderous voratun greatmaul of ruin (65.5-98.25 power, 4 apr).
You gain 2.88 gold from the transmogrification of shielding rune of the titan (absorb 648 for 8 turns).
You gain 0.73 gold from the transmogrification of manasurge rune (1541% regen over 10 turns; 77 instant mana).
You gain 2.90 gold from the transmogrification of lightning rune (483 lightning damage).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
There is an item here: Champion's Will (67-107.2 power, 22 apr)
There is an item here: Summertide (17 def, 15 armour, 260 block)
Saving done.