Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Corner-Only Threat Brackets 1.1.5Changes the threat brackets in shockbolt so they're only the upper left corner and don't hide the healthbars. Allow Respec Anywhere 1.2.3Steamtech UI 1.1.4 Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Improved Stores 1.2.3Adds a store in Last Hope selling lanterns and pickaxes, several additional stores to improve gear diversity, and improves the quality of infusion and rune stores. Items Vault 1.2.0Donators/Buyers bonus! Extra Dungeons 1.2.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! ZOmnibus Addon Pack 1.2.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Skeleton |
Class | Brawler |
Level / Exp | 50 / 1678% |
Size | medium |
Lifes / Deaths | Killed by Islyna the dredgling at level 50 on the 16th Haze 124th year of Ascendancy at 00:46 / 1 |
Primary Stats
Strength | 155 (base 60) |
Dexterity | 99 (base 60) |
Constitution | 97 (base 32) |
Magic | 31 (base 10) |
Willpower | 53 (base 10) |
Cunning | 103 (base 60) |
Resources
Life | 1912/1912 |
Mana | 0/609 |
Stamina | 330/330 |
Healing Factor | 1.2 |
Regeneration | 5.2707287760106 |
Speed
Mental | -10% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 15 |
Infravision | 7 |
See Stealth | 15 |
See Invisible | 15 |
Offense: Barehand
Damage | 232 |
Accuracy | 86 |
Crit Chance | 100% |
APR | 21 |
Speed | 0.89 |
Offense: Spell
Spellpower | 37.5 |
Crit Chance | 44% |
Speed | 1 |
Offense: Mind
Mindpower | 60.325 |
Crit Chance | 67% |
Speed | 1 |
Offense: Damage Bonus
All | +7% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 37 (84.2%) |
Defense | 61.941923076923 |
Ranged Defense | 63.441923076923 |
Fatigue | 10 |
Physical Save | 81.27 |
Spell Save | 36.225 |
Mental Save | 64.6875 |
Defense: Resistances
All | + 22%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 100% |
Bleed Resistance | 100% |
Confusion Resistance | 0% |
Fear Resistance | 100% |
Knockback Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 9 Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 484.27 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 769 damage for 6 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 757 damage for 7 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 205.23 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 66. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 13. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat techniques | 1.10 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Finishing moves | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Pugilism | 1.30 |
| 4/5 |
| 4/5 |
| 3/5 |
| 4/5 |
Technique / Combat veteran | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Technique / Combat training | 1.10 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Field control | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.10 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Exploit Weakness |
talent | Precise Strikes |
talent | Striking Stance |
beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
beneficial effect | Countering melee attacks: Has a 57% chance to get an automatic counter attack when avoiding a melee attack. (2.3 counters remaining) Counter Attacking |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | 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 gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Norgos Lair. Escort: lost anorithil (level 3 of Norgos Lair)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved Strength by +2. | 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 Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress 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: 313. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. 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 within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | [vs. Unbreakable Greaves (8 def, 20 armour) (On feet)] Unbreakable Greaves (8 def, 20 armour)Unbreakable Greaves (8 def, 20 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (-) Armour: +20 (-) Armour Hardiness: +20% (-) Defense: +8 (-) Fatigue: +12% (-) Changes stats: +20(-) Str / -6(-) Dex / +10(-) Con Changes resistances: +15%(-) acid / +15%(-) physical Changes damage: +15%(-) physical Knockback immunity: +100% (-) These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
On hands | [vs. Kane's Bone Fists (0 def, 9 armour) (On hands)] Kane's Bone Fists (0 def, 9 armour)Kane's Bone Fists (0 def, 9 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +13 (-) Armour: +9 (-) Damage (Melee): 12(-) fire Damage when hit (Melee): 8(-) nature Changes stats: +6(-) Str / +5(-) Con Changes resistances: +3%(-) nature / +9%(-) fire Changes resistances penetration: +5%(-) nature / +10%(-) mind Changes damage: +3%(-) nature / +11%(-) fire Physical save: +30 (-) Spell save: +10 (-) Mental save: +24 (-) Maximum life: +74.00 (-) When used to modify unarmed attacks: Base power: 51.0 - 71.4 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 (-) Armour Penetration: +15 (-) Physical crit. chance: +10.0% (-) Attack speed: 83% (-) When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Fire Breath (10% chance level 5). Damage (Melee): +27(-) physical Burst (radius 1) on hit: +16(-) nature Burst (radius 2) on crit: +15(-) fire It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides 17% chances to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
On head | [vs. Eye of the Forest (8 def, 0 armour) (On head)] Eye of the Forest (8 def, 0 armour)Eye of the Forest (8 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (-) Changes stats: +6(-) Cun / +8(-) Wil Changes resistances penetration: +15%(-) nature Changes damage: +20%(-) nature Talent masteries: +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 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 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 8. 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. |
Tool | [vs. supercharged voratun torque of kinetic psionic shield [power 231] (27 cooldown) (Tool)] supercharged voratun torque of kinetic psionic shield [power 231] (27 cooldown)supercharged voratun torque of kinetic psionic shield [power 231] (27 cooldown) 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 231 for 7 turns, placing all other charms into a 27 cooldown. Torques are made by powerful psionics to store psionic powers. |
On fingers | [vs. stralite ring 'Artherach' (On fingers, 1 of 2)] stralite ring 'Artherach'stralite ring 'Artherach' Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +2 (-) Physical power: +13 (-) Damage when hit (Melee): 4(-) acid Changes stats: +11(-) Str / +9(-) Con Critical mult.: +6.00% (-) Reduces incoming crit damage: 15.00% (-) Life regen: +0.40 (-) Stamina each turn: +0.40 (-) Healing mod.: +20% (-) Rings can have magical properties. Tap to cycle through comparison choices |
On fingers | [vs. stralite ring 'Artherach' (On fingers, 1 of 2)] voratun ring 'Yvotira'voratun ring 'Yvotira' Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 Armour penetration: +3 (+1) Physical power: +0 (-13) Damage when hit (Melee): 0(-4) acid Changes stats: +0(-11) Str / +10 Dex / +10 Cun / +0(-9) Con Critical mult.: +0.00% (-6.00%) Reduces incoming crit damage: 0.00% (-15.00%) Maximum encumbrance: +30 Physical save: +31 Life regen: +0.00 (-0.40) Stamina each turn: +0.00 (-0.40) Only die when reaching: -100.00 life Light radius: +2 Healing mod.: +0% (-20%) Rings can have magical properties. Tap to cycle through comparison choices |
Around neck | [vs. serendipitous stralite amulet of the eclipse (Around neck)] serendipitous stralite amulet of the eclipseserendipitous stralite amulet of the eclipse Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +10 (-) Defense: +13 (-) Damage (Melee): 5(-) light / 9(-) darkness Effects when hit in melee: * 10% chance to inflict damage reduction * 9% chance to blind Damage when hit (Melee): 0(-9) item light blind / 0(-10) item darkness numbing Changes stats: +8(-) Lck Changes damage: +6%(-) light / +9%(-) darkness Reduce all damage from unseen attackers: 14% (-) Amulets can have magical properties. |
Main armor | [vs. Sungore (5 def, 8 armour) (Main armor)] Sungore (5 def, 8 armour)Sungore (5 def, 8 armour) Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +10.0% (-) Physical power: +22 (-) Armour: +8 (-) Defense: +5 (-) Fatigue: +8% (-) Changes stats: +8(-) Str / +10(-) Mag / +11(-) Wil Changes resistances: +20%(-) lightning Changes damage: +3%(-) light Critical mult.: +5.00% (-) Maximum vim: +10.00 (-) Spellpower: +24 (-) Spell crit. chance: +10% (-) Mindpower: +21 (-) Mental crit. chance: +10% (-) Defense after a teleport: +10 (-) Resist all after a teleport: +4% (-) New effects duration reduction after a teleport: +20% (-) A suit of armour made of leather. |
Light source | [vs. Emitha (Light source)] EmithaEmitha Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +1 (-) Physical crit. chance: +6.0% (-) Physical power: +9 (-) Defense: +6 (-) Ranged Defense: +6 (-) Changes stats: +7(-) Wil Changes resistances: +14%(-) light / +6%(-) darkness Changes resistances penetration: +5%(-) blight Changes damage: +15%(-) darkness Damage affinity(heal): +5%(-) darkness Critical mult.: +24.00% (-) Physical save: +26 (-) Cut immunity: +5% (-) Light radius: +8 (-) Infravision radius: +5 (-) It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 147.74 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Cloak | [vs. Kane's Bone Cloak (10 def, 0 armour) (Cloak)] Kane's Bone Cloak (10 def, 0 armour)Kane's Bone Cloak (10 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +28 (-) Defense: +10 (-) Fatigue: -10% (-) Effects on melee hit: * 10% chance to disease * 10% chance to gain 10% of a turn Damage (Melee): 0(-10) item temporal energize / 0(-10) item blight disease Damage when hit (Melee): 8(-) temporal Changes stats: +2(-) Str / +6(-) Wil / +5(-) Cun Changes resistances: +25%(-) fire / +25%(-) light / +1%(-) physical Changes damage: +3%(-) physical Reduces incoming crit damage: 17.00% (-) Stealth bonus: +15 (-) Physical save: +13 (-) Mental save: +15 (-) Life regen: +0.60 (-) Only die when reaching: -50.00 life (-) Maximum life: +85.00 (-) Maximum stamina: +35.00 (-) Mental 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. |
Around waist | [vs. Kane's Bone Rope (Around waist)] Kane's Bone RopeKane's Bone Rope Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% (-) Damage when hit (Melee): 8(-) light Changes stats: +6(-) Dex / +6(-) Wil / +6(-) Cun / +5(-) Con Changes resistances: +9%(-) light / +9%(-) temporal Changes resistances penetration: +15%(-) light Physical save: +15 (-) Mental save: +30 (-) Maximum life: +84.00 (-) Mindpower: +22 (-) Mental crit. chance: +15% (-) Light radius: +3 (-) A belt that goes around your waist. |
Inventory
heroism infusion of the warrior (+30 for 13 turns, die at -1180) heroism infusion of the warrior (+30 for 13 turns, die at -1180)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 30 for 13 turns. While Heroism is active, you will only die when reaching -1180 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. |
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. |
Scroll of Summoning (Limmir the Jeweler) Scroll of Summoning (Limmir the Jeweler)Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon, costing 1 power out of 1/1. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
[vs. serendipitous stralite amulet of the eclipse (Around neck)] Choker of DreadChoker of Dread Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +0 (-10) Physical power: +5 Defense: +0 (-13) Damage (Melee): 0(-5) light / 0(-9) darkness Damage when hit (Melee): 0(-9) item light blind / 0(-10) item darkness numbing Changes stats: +0(-8) Lck Changes damage: +0%(-6%) light / +0%(-9%) darkness Blindness immunity: +100% Spellpower: +5 See invisible: +10 Reduce all damage from unseen attackers: 0% (-14%) It can be used to summon an elder vampire to your side, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
[vs. serendipitous stralite amulet of the eclipse (Around neck)] voratun amulet 'Pitchthorn'voratun amulet 'Pitchthorn' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +0 (-10) Defense: +0 (-13) Damage (Melee): 0(-5) light / 0(-9) darkness Damage when hit (Melee): 0(-9) item light blind / 0(-10) item darkness numbing Changes stats: +0(-8) Lck / +10 Wil Changes resistances: +3% lightning / +6% temporal / +9% light / +6% cold / +5% arcane Changes damage: +3%(-6%) darkness / +0%(-6%) light Reduce all damage from unseen attackers: 0% (-14%) Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
[vs. stralite ring 'Artherach' (On fingers, 1 of 2)] Elemental FuryElemental Fury Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +0 (-2) Physical power: +0 (-13) Damage when hit (Melee): 0(-4) acid Changes stats: +0(-11) Str / +3 Mag / +3 Cun / +0(-9) Con Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold Critical mult.: +0.00% (-6.00%) Reduces incoming crit damage: 0.00% (-15.00%) Life regen: +0.00 (-0.40) Stamina each turn: +0.00 (-0.40) Healing mod.: +0% (-20%) All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. Tap to cycle through comparison choices |
[vs. stralite ring 'Artherach' (On fingers, 1 of 2)] gold ring 'Arythel'gold ring 'Arythel' Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +0 (-2) Physical power: +7 (-6) Armour: +2 Damage when hit (Melee): 0(-4) acid Changes stats: +6(-5) Str / +5 Wil / +5 Cun / +9(-) Con Changes resistances: +3% light Critical mult.: +0.00% (-6.00%) Reduces incoming crit damage: 0.00% (-15.00%) Spell save: +18 Stun/Freeze immunity: +15% Life regen: +0.00 (-0.40) Stamina each turn: +0.00 (-0.40) Maximum stamina: +10.00 Mindpower: +7 Healing mod.: +0% (-20%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. stralite ring 'Artherach' (On fingers, 1 of 2)] RavengrinderRavengrinder Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +0 (-2) Physical power: +0 (-13) Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 0(-4) acid / 4 physical / 4 darkness Changes stats: +0(-11) Str / +0(-9) Con Changes resistances: +26% acid / +26% cold / +26% fire / +5% arcane / +25% lightning Critical mult.: +0.00% (-6.00%) Reduces incoming crit damage: 0.00% (-15.00%) Physical save: +3 Spell save: +3 Life regen: +0.00 (-0.40) Stamina each turn: +0.00 (-0.40) Healing mod.: +0% (-20%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. stralite ring 'Artherach' (On fingers, 1 of 2)] Ring of the DeadRing of the Dead Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +0 (-2) Physical power: +0 (-13) Damage when hit (Melee): 0(-4) acid Changes stats: +0(-11) Str / +0(-9) Con / +10 Lck Critical mult.: +0.00% (-6.00%) Reduces incoming crit damage: 0.00% (-15.00%) Physical save: +10 Spell save: +10 Mental save: +10 Life regen: +0.00 (-0.40) Stamina each turn: +0.00 (-0.40) Only die when reaching: -100.00 life Healing mod.: +0% (-20%) Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. Tap to cycle through comparison choices |
[vs. stralite ring 'Artherach' (On fingers, 1 of 2)] ExilerExiler Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +0 (-2) Physical power: +0 (-13) Damage (Melee): 15 temporal Damage when hit (Melee): 0(-4) acid Changes stats: +0(-11) Str / +0(-9) Con Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Time Travel Talent cooldown: Time Skip (-1 turn) Critical mult.: +0.00% (-6.00%) Reduces incoming crit damage: 0.00% (-15.00%) Life regen: +0.00 (-0.40) Stamina each turn: +0.00 (-0.40) Spellpower: +10 Healing mod.: +0% (-20%) Reduces paradox failures(equivalent to willpower): +20 Talent on hit(spell): Rethread (10% chance level 2). It can be used to deal temporal damage to summons, and if they survive, remove them from time, costing 32 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. Tap to cycle through comparison choices |
[vs. stralite ring 'Artherach' (On fingers, 1 of 2)] Void OrbVoid Orb Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +0 (-2) Physical power: +0 (-13) Damage (Melee): 15 arcane Damage when hit (Melee): 0(-4) acid Changes stats: +0(-11) Str / +0(-9) Con Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Critical mult.: +0.00% (-6.00%) Reduces incoming crit damage: 0.00% (-15.00%) Spell save: +10 Silence immunity: +30% Life regen: +0.00 (-0.40) Stamina each turn: +0.00 (-0.40) Maximum mana: +35.00 Spellpower: +10 Spell crit. chance: +5% Healing mod.: +0% (-20%) Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 128.30 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. Tap to cycle through comparison choices |
[vs. stralite ring 'Artherach' (On fingers, 1 of 2)] voratun ringvoratun ring 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +0 (-2) Physical power: +0 (-13) Damage when hit (Melee): 0(-4) acid Changes stats: +0(-11) Str / +0(-9) Con Critical mult.: +0.00% (-6.00%) Reduces incoming crit damage: 0.00% (-15.00%) Life regen: +0.00 (-0.40) Stamina each turn: +0.00 (-0.40) Healing mod.: +0% (-20%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. stralite ring 'Artherach' (On fingers, 1 of 2)] voratun ring 'Cracklepiety'voratun ring 'Cracklepiety' Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +0 (-2) Physical power: +20 (+7) Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 20 lightning / 0(-4) acid Changes stats: +1(-10) Str / +10 Wil / +0(-9) Con Changes damage: +7% all Grants telepathy: Demon/Minor Demon/Major Critical mult.: +0.00% (-6.00%) Reduces incoming crit damage: 0.00% (-15.00%) Mental save: +34 Confusion immunity: +34% Life regen: +0.00 (-0.40) Stamina each turn: +0.00 (-0.40) Spellpower: +20 Mindpower: +18 Light radius: +3 Infravision radius: +2 Healing mod.: +0% (-20%) Rings can have magical properties. Tap to cycle through comparison choices |
Awakened Staff of Absorption (60-72 power, 60 apr, physical element) Awakened Staff of Absorption (60-72 power, 60 apr, physical element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb energies, costing 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Blighted Maul (96-144 power, 22 apr) Blighted Maul (96-144 power, 22 apr)Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 96.0 - 144.0 Uses stat: 140% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +22 Physical crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to disease * Damages enemies in radius 1 around your target (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% It can be used to knock away nearby foes, costing 50 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
Spelldrinker (27-35.1 power, 8 apr) Spelldrinker (27-35.1 power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 45% Str, 5% Mag, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Physical crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Kinetic Spike (38-49.4 power, 40 apr) Kinetic Spike (38-49.4 power, 40 apr)Requires: - Willpower 42 Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 30% Wil, 40% Dex, 30% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +40 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +8 Physical power: +15 Changes resistances penetration: +30% physical It can be used to fires a bolt of kinetic force, doing 150% weapon damage, costing 10 power out of 10/10. A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
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 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 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 8.04 acid and 8.04 blight damage. If not cleared after five turns it will inflict 134.37 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. |
Mandible of Ungolmor (40-52 power, 12 apr) Mandible of Ungolmor (40-52 power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 30% Cun, 35% Str, 35% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +12 Physical crit. chance: +22.0% Attack speed: 100% On weapon crit: * inflicts pinning spydric poison upon the target Damage conversion: 30% darkness When wielded/worn: Armour: +5 Armour Hardiness: +5% Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Light radius: -2 It can be used to activate talent Creeping Darkness (costing 25 power out of 40/40) : Effective talent level: 3.0 Power cost: 25 out of 40/40. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 33 damage, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +12% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Eye of the Wyrm (16-17.6 power, 24 apr, physical damage) Eye of the Wyrm (16-17.6 power, 24 apr, physical damage)Requires: - Willpower 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 16.0 - 17.6 Uses stats: 40% Wil, 20% Str, 10% Cun Damage type: Physical Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +2.5% Attack speed: 100% Damage conversion: 18% acid / 18% cold / 18% fire / 18% lightning When wielded/worn: Changes resistances: +8% acid / +8% physical / +8% cold / +8% fire / +8% lightning Changes damage: +8% lightning / +8% physical / +8% cold / +8% fire / +8% acid Talent masteries: +0.10 Wild-gift / Venom drake aspect +0.10 Wild-gift / Cold drake aspect +0.10 Wild-gift / Fire drake aspect +0.10 Wild-gift / Storm drake aspect +0.10 Wild-gift / Sand drake aspect Mindpower: +9 Mental crit. chance: +7% It can be used to activate talent Fire Breath (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 8. Any target caught in the area will take 459.58 fire damage over 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
Festerrazor (17-18.7 power, 40 apr, nature damage) Festerrazor (17-18.7 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 nature When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 30% chance to inflict damage reduction Damage when hit (Melee): 16 lightning / 9 physical Changes stats: +3 Str / +3 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +17% lightning / +7% physical / +3% darkness / +6% nature / +3% acid Changes resistances penetration: +14% lightning / +10% physical Changes damage: +12% lightning / +10% physical / +3% nature / +6% acid Mental save: +10 Maximum psi: +24.00 Mindpower: +5 Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Hanudas the Shadenail (17-18.7 power, 40 apr, nature damage) Hanudas the Shadenail (17-18.7 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 blight When wielded/worn: Armour: +20 Damage when hit (Melee): 38 ice / 8 darkness / 21 mind Changes resistances: +33% cold Changes resistances penetration: +40% cold Changes damage: +34% cold Mental save: +10 Maximum hate: +6.00 Maximum psi: +40.00 Mindpower: +5 Mental crit. chance: +5% Heals friendly targets nearby when you use a nature summon: +30 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. |
living mindstar 'Isluretha' (15.5-17.05 power, 40 apr, mind damage) living mindstar 'Isluretha' (15.5-17.05 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. Base power: 15.5 - 17.1 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +16.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% * 46% chance to corrode armor Damage (Melee): +16 acid Burst (radius 1) on hit: +4 mind When wielded/worn: Damage when hit (Melee): 8 physical Changes resistances: +7% physical Changes resistances penetration: +15% mind / +7% physical Changes damage: +10% physical Physical save: +10 Spell save: +10 Mental save: +10 Equilibrium when hit: +2.30 Psi when hit: +0.12 Hate when firing a critical mind attack: +1.00 Mindpower: +9 Mental crit. chance: +5% It can be used to divide the mindstar in two, placing all other charms into a 1 cooldown. 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. |
Storm Fury Storm FuryRequires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 When wielded/worn: Ranged Defense: +15 Damage (Ranged): 75 lightning Changes stats: +5 Dex / +7 Mag Changes resistances: +20% lightning Changes damage: +20% lightning Talent masteries: +0.10 Spell / Storm +0.20 Spell / Air Spellpower: +20 Movement speed: +10% Automatically fires lightning bolts at nearby enemies, with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
Nithan's Force Nithan's ForceRequires: - Dexterity 32 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 When wielded/worn: Changes stats: +10 Str / +5 Con Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +35% physical Pinning immunity: +30% Knockback immunity: +30% It can be used to activate talent Pulverizing Auger (costing 25 power out of 25/25) : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Fire a powerful beam of stone shaterring forces, digging out any walls in its path up to 3. The beam also affect any creatures in its path, dealing 173.20 physical damage to all. The damage will increase with your Spellpower. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall. It appears he may have had some magical assistance... |
Frozen Shards (25/25, 32-38.4 power, 15 apr) Frozen Shards (25/25, 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: Ice Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 25 On weapon hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
Wind Worn Shot (25/25, 39-46.8 power, 15 apr) Wind Worn Shot (25/25, 39-46.8 power, 15 apr)Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 39.0 - 46.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 25 When this weapon hits: Tornado (10% chance level 2). On weapon hit: * 35% chance for lightning to arc to a second target Travel speed: +100% These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
[vs. Sungore (5 def, 8 armour) (Main armor)] Robe of the Archmage (10 def, 10 armour)Robe of the Archmage (10 def, 10 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Physical crit. chance: +0.0% (-10.0%) Physical power: +0 (-22) Armour: +10 (+2) Defense: +10 (+5) Fatigue: +0% (-8%) Damage when hit (Melee): 15 arcane Changes stats: +0(-8) Str / +4(-6) Mag / +4(-7) Wil / +4 Cun Changes resistances: +0%(-20%) lightning / +10% fire / +10% cold Changes damage: +0%(-3%) light / +12% all Critical mult.: +0.00% (-5.00%) Spell save: +18 Mental save: +15 Blindness immunity: +40% Mana each turn: +1.00 Maximum vim: +0.00 (-10.00) Spellpower: +15 (-9) Spell crit. chance: +0% (-10%) Mindpower: +0 (-21) Mental crit. chance: +0% (-10%) Light radius: +1 Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-4%) New effects duration reduction after a teleport: +0% (-20%) A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
[vs. Sungore (5 def, 8 armour) (Main armor)] Black Robe (6 def, 0 armour)Black Robe (6 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical crit. chance: +0.0% (-10.0%) Physical power: +10 (-12) Armour: +0 (-8) Defense: +6 (+1) Fatigue: +0% (-8%) Changes stats: +0(-8) Str / +5(-5) Mag / +4(-7) Wil / +3 Cun Changes resistances: +0%(-20%) lightning Changes damage: +0%(-3%) light Critical mult.: +0.00% (-5.00%) Spell save: +25 Blindness immunity: +50% Maximum vim: +0.00 (-10.00) Spellpower: +30 (+6) Spell crit. chance: +0% (-10%) Mindpower: +0 (-21) Mental crit. chance: +0% (-10%) See invisible: +10 Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-4%) New effects duration reduction after a teleport: +0% (-20%) Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). Talent on hit(spell): Bone Spear (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
[vs. Sungore (5 def, 8 armour) (Main armor)] Crimson Robe (12 def, 0 armour)Crimson Robe (12 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical crit. chance: +0.0% (-10.0%) Physical power: +0 (-22) Armour: +0 (-8) Defense: +12 (+7) Fatigue: +0% (-8%) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +0(-8) Str / +0(-10) Mag / +10(-1) Wil / +10 Cun Changes resistances: +0%(-20%) lightning Changes resistances penetration: +20% all Changes damage: +0%(-3%) light Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism +0.20 Cursed / Punishments Critical mult.: +0.00% (-5.00%) Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Maximum vim: +0.00 (-10.00) Spellpower: +0 (-24) Spell crit. chance: +0% (-10%) Mindpower: +20 (-1) Mental crit. chance: +9% (-1%) Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-4%) New effects duration reduction after a teleport: +0% (-20%) Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
[vs. Sungore (5 def, 8 armour) (Main armor)] Nirath the elven-silk robe (5 def, 0 armour)Nirath the elven-silk robe (5 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical crit. chance: +0.0% (-10.0%) Physical power: +0 (-22) Armour: +0 (-8) Defense: +5 (-) Fatigue: +0% (-8%) Changes stats: +0(-8) Str / +0(-10) Mag / +0(-11) Wil / +10 Cun Changes resistances: +6% mind / +0%(-20%) lightning Changes resistances penetration: +15% acid / +5% mind Changes damage: +19%(+16%) light / +19% darkness Critical mult.: +0.00% (-5.00%) Mental save: +20 Mana each turn: +0.36 Hate when firing a critical mind attack: +1.00 Maximum mana: +81.00 Maximum vim: +0.00 (-10.00) Spellpower: +40 (+16) Spell crit. chance: +25% (+15%) Mindpower: +6 (-15) Mental crit. chance: +6% (-4%) Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-4%) New effects duration reduction after a teleport: +0% (-20%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Sungore (5 def, 8 armour) (Main armor)] Death's Embrace (18 def, 18 armour)Death's Embrace (18 def, 18 armour) Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +0.0% (-10.0%) Physical power: +0 (-22) Armour: +18 (+10) Armour Hardiness: +15% Defense: +18 (+13) Fatigue: +0% (-8%) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +0(-8) Str / +5 Dex / +5(-5) Mag / +0(-11) Wil / +5 Cun Changes resistances: +0%(-20%) lightning / +30% temporal / +30% darkness / +30% cold Changes damage: +20% cold / +20% darkness / +0%(-3%) light Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% (+15.00%) Stealth bonus: +10 Maximum vim: +0.00 (-10.00) Spellpower: +10 (-14) Spell crit. chance: +0% (-10%) Mindpower: +0 (-21) Mental crit. chance: +0% (-10%) Healing mod.: -15% Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-4%) New effects duration reduction after a teleport: +0% (-20%) It can be used to turn yourself invisible for 10 turns, costing 50 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
[vs. Kane's Bone Cloak (10 def, 0 armour) (Cloak)] Fearfire Mantle (14 def, 0 armour)Fearfire Mantle (14 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +0 (-28) Defense: +14 (+4) Fatigue: +0% (+10%) Damage (Melee): 0(-10) item temporal energize / 0(-10) item blight disease Damage when hit (Melee): 0(-8) temporal / 30 fire Changes stats: +0(-2) Str / +0(-6) Wil / +0(-5) Cun Changes resistances: +0%(-1%) physical / +0%(-25%) light / +10%(-15%) fire / +10% cold / +10% darkness Changes damage: +0%(-3%) physical Talent mastery: +0.20 Corruption / Fearfire Reduces incoming crit damage: 0.00% (-17.00%) Stealth bonus: +0 (-15) Physical save: +0 (-13) Mental save: +0 (-15) Life regen: +0.00 (-0.60) Only die when reaching: +0.00 life (+50.00 life) Maximum life: +0.00 (-85.00) Maximum stamina: +0.00 (-35.00) Mental crit. chance: +0% (-8%) All nearby enemies take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
[vs. Kane's Bone Cloak (10 def, 0 armour) (Cloak)] Serpentine Cloak (10 def, 0 armour)Serpentine Cloak (10 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +0 (-28) Defense: +10 (-) Fatigue: +0% (+10%) Damage (Melee): 0(-10) item temporal energize / 0(-10) item blight disease Damage when hit (Melee): 0(-8) temporal Changes stats: +0(-2) Str / +0(-6) Wil / +6(+1) Cun / +5 Con Changes resistances: +0%(-25%) fire / +0%(-25%) light / +0%(-1%) physical Changes resistances penetration: +15% nature Changes damage: +0%(-3%) physical Talent mastery: +0.10 Cunning / Stealth Reduces incoming crit damage: 0.00% (-17.00%) Stealth bonus: +0 (-15) Physical save: +0 (-13) Mental save: +0 (-15) Life regen: +0.00 (-0.60) Only die when reaching: +0.00 life (+50.00 life) Maximum life: +0.00 (-85.00) Maximum stamina: +0.00 (-35.00) Mental crit. chance: +0% (-8%) It can be used to activate talent Phase Door (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 9 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will fizzle. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
[vs. Kane's Bone Cloak (10 def, 0 armour) (Cloak)] Cloak of DeceptionCloak of Deception Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Accuracy: +0 (-28) Physical power: +5 Defense: +0 (-10) Fatigue: +0% (+10%) Damage (Melee): 0(-10) item temporal energize / 0(-10) item blight disease Damage when hit (Melee): 0(-8) temporal Changes stats: +0(-2) Str / +0(-6) Wil / +0(-5) Cun Changes resistances: +0%(-25%) fire / +0%(-25%) light / +0%(-1%) physical Changes damage: +0%(-3%) physical Reduces incoming crit damage: 0.00% (-17.00%) Stealth bonus: +0 (-15) Physical save: +0 (-13) Mental save: +0 (-15) Life regen: +0.00 (-0.60) Only die when reaching: +0.00 life (+50.00 life) Maximum life: +0.00 (-85.00) Maximum stamina: +0.00 (-35.00) Spellpower: +5 Mindpower: +5 Mental crit. chance: +0% (-8%) A black cloak, with subtle illusion enchantments woven into its very fabric. |
[vs. Kane's Bone Cloak (10 def, 0 armour) (Cloak)] Sparkbile (2 def, 0 armour)Sparkbile (2 def, 0 armour) Requires: - Level 15 Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +16 (-12) Armour penetration: +11 Defense: +2 (-8) Fatigue: +0% (+10%) Effects on melee hit: * 30% chance to daze Damage (Melee): 0(-10) item temporal energize / 0(-10) item blight disease Damage when hit (Melee): 8 lightning / 0(-8) temporal Changes stats: +0(-2) Str / +7 Dex / +0(-6) Wil / +7(+2) Cun Changes resistances: +15% temporal / +21% darkness / +0%(-1%) physical / +0%(-25%) fire / +3% mind / +0%(-25%) light Changes damage: +9% lightning / +0%(-3%) physical / +15% mind Reduces incoming crit damage: 0.00% (-17.00%) Stealth bonus: +0 (-15) Physical save: +0 (-13) Mental save: +0 (-15) Life regen: +0.00 (-0.60) Only die when reaching: +0.00 life (+50.00 life) Maximum life: +0.00 (-85.00) Maximum stamina: +0.00 (-35.00) Mental crit. chance: +0% (-8%) Defense after a teleport: +14 Resist all after a teleport: +13% New effects duration reduction after a teleport: +17% It can be used to blink to a random location within 2 spaces of target hostile creature, placing all other charms into a 10 cooldown. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This item has been sent to the Item's Vault. |
[vs. Unbreakable Greaves (8 def, 20 armour) (On feet)] Wanderer's Rest (4 def, 0 armour)Wanderer's Rest (4 def, 0 armour) Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical power: +0 (-10) Armour: +0 (-20) Armour Hardiness: +0% (-20%) Defense: +4 (-4) Fatigue: -10% (-22%) Changes stats: +0(-20) Str / +3(+9) Dex / +0(-10) Con Changes resistances: +0%(-15%) acid / +5%(-10%) physical Changes damage: +0%(-15%) physical Pinning immunity: +100% Knockback immunity: +0% (-100%) Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
[vs. Unbreakable Greaves (8 def, 20 armour) (On feet)] Aetherwalk (6 def, 0 armour)Aetherwalk (6 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Physical power: +0 (-10) Armour: +0 (-20) Armour Hardiness: +0% (-20%) Defense: +6 (-2) Fatigue: +1% (-11%) Changes stats: +0(-20) Str / +0(+6) Dex / +8 Mag / +8 Cun / +0(-10) Con Changes resistances: +0%(-15%) acid / +0%(-15%) physical / +12% arcane Changes resistances cap: +5% arcane Changes damage: +0%(-15%) physical Knockback immunity: +0% (-100%) It can be used to phase door in range 6, radius 2, costing 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
[vs. Unbreakable Greaves (8 def, 20 armour) (On feet)] Sunbright the pair of drakeskin leather boots (0 def, 5 armour)Sunbright the pair of drakeskin leather boots (0 def, 5 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +0 (-10) Armour: +5 (-15) Armour Hardiness: +0% (-20%) Defense: +0 (-8) Fatigue: -5% (-17%) Effects on melee hit: * 15% chance to blind Changes stats: +6(-14) Str / +0(+6) Dex / +6 Wil / +13(+3) Con Changes resistances: +6%(-9%) acid / +2%(-13%) physical / +6% fire Changes resistances penetration: +30% physical Changes damage: +12% acid / +10%(-5%) physical Maximum encumbrance: +50 Physical save: +14 Spell save: +6 Knockback immunity: +0% (-100%) Maximum stamina: +10.00 Mindpower: +6 Size category: +1 Activating this item is instant. It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 35 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
[vs. Unbreakable Greaves (8 def, 20 armour) (On feet)] The Warped Boots (2 def, 4 armour)The Warped Boots (2 def, 4 armour) Requires: - Talent Armour Training Powered by unknown forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (-) Armour: +4 (-16) Armour Hardiness: +0% (-20%) Defense: +2 (-6) Fatigue: +8% (-4%) Changes stats: +0(-20) Str / +0(+6) Dex / +0(-10) Con Changes resistances: +10% blight / +0%(-15%) physical / +0%(-15%) acid Changes damage: +0%(-15%) physical Spell save: +10 Knockback immunity: +0% (-100%) Life regen: -0.20 Maximum life: +80.00 Spellpower: +10 It can be used to activate talent Spit Blight (costing 10 power out of 50/50) : Effective talent level: 3.0 Power cost: 10 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit blight at your target doing 192.51 blight damage. The damage will increase with your Magic. These blackened boots have lost all vestiges of any former glory they might have had. Now, they are a testament to the corruption of the Deep Bellow, and its power. |
[vs. Kane's Bone Fists (0 def, 9 armour) (On hands)] Storm Bringer's Gauntlets (0 def, 3 armour)Storm Bringer's Gauntlets (0 def, 3 armour) Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical power: +0 (-13) Armour: +3 (-6) Damage (Melee): 0(-12) fire Damage when hit (Melee): 0(-8) nature Changes stats: +0(-6) Str / +4 Mag / +0(-5) Con Changes resistances: +15% lightning / +0%(-9%) fire / +0%(-3%) nature Changes resistances cap: +5% lightning Changes resistances penetration: +0%(-5%) nature / +0%(-10%) mind Changes damage: +10% lightning / +0%(-11%) fire / +0%(-3%) nature Critical mult.: +20.00% Physical save: +0 (-30) Spell save: +0 (-10) Mental save: +0 (-24) Maximum life: +0.00 (-74.00) Spell crit. chance: +5% When used to modify unarmed attacks: Base power: 23.0 - 32.2(-28.0 - -39.2) Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy: +1 (-12) Armour Penetration: +10 (-5) Physical crit. chance: +4.0% (-6.0%) Attack speed: 83% (-) When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Fire Breath (10% chance level 5). When this weapon hits: Chain Lightning (20% chance level 3). When this weapon hits: Nova (15% chance level 2). Damage (Melee): +20 lightning / +0(-27) physical Burst (radius 1) on hit: +0(-16) nature Burst (radius 2) on crit: +0(-15) fire It can be used to activate talent Chain Lightning (costing 16 power out of 16/16) : Effective talent level: 3.0 Power cost: 16 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 36.69 to 110.06 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. This item has been sent to the Item's Vault. |
[vs. Kane's Bone Fists (0 def, 9 armour) (On hands)] Dakhtun's Gauntlets (0 def, 6 armour)Dakhtun's Gauntlets (0 def, 6 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +0 (-13) Armour: +6 (-3) Damage (Melee): 0(-12) fire Damage when hit (Melee): 0(-8) nature Changes stats: +6(-) Str / +6 Mag / +0(-5) Con Changes resistances: +0%(-3%) nature / +0%(-9%) fire Changes resistances penetration: +0%(-5%) nature / +0%(-10%) mind Changes damage: +10% physical / +0%(-3%) nature / +0%(-11%) fire Critical mult.: +50.00% Physical save: +0 (-30) Spell save: +0 (-10) Mental save: +0 (-24) Maximum life: +0.00 (-74.00) Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4(-15.0 - -21.0) Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy: +1 (-12) Armour Penetration: +10 (-5) Physical crit. chance: +10.0% (-) Attack speed: 83% (-) When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Fire Breath (10% chance level 5). When this weapon hits: Greater Weapon Focus (10% chance level 1). When this weapon hits: Displacement Shield (10% chance level 1). Damage (Melee): +20 arcane / +0(-27) physical Burst (radius 1) on hit: +0(-16) nature Burst (radius 2) on crit: +0(-15) fire Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
[vs. Kane's Bone Fists (0 def, 9 armour) (On hands)] Hand of the World-Shaper (0 def, 12 armour)Hand of the World-Shaper (0 def, 12 armour) Requires: - Talent Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +0 (-13) Armour: +12 (+3) Damage (Melee): 0(-12) fire Damage when hit (Melee): 0(-8) nature Changes stats: +6(-) Str / +6 Mag / +0(-5) Con Changes resistances: +10% physical / +0%(-3%) nature / +0%(-9%) fire Changes resistances penetration: +15% physical / +0%(-5%) nature / +0%(-10%) mind Changes damage: +12% physical / +0%(-3%) nature / +0%(-11%) fire Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Physical save: +0 (-30) Spell save: +0 (-10) Mental save: +0 (-24) Maximum life: +0.00 (-74.00) Spellpower: +10 Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 39.0 - 54.6(-12.0 - -16.8) Uses stats: 40% Cun, 40% Str, 10% Mag, 40% Dex Damage type: Physical Accuracy: +1 (-12) Armour Penetration: +10 (-5) Physical crit. chance: +7.0% (-3.0%) Attack speed: 83% (-) When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Fire Breath (10% chance level 5). When this weapon hits: Earthen Missiles (15% chance level 5). Damage (Melee): +0(-27) physical Burst (radius 1) on hit: +50 gravity / +0(-16) nature Burst (radius 2) on crit: +30 gravity pin / +0(-15) fire It can be used to activate talent Earthquake (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 43.72 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
[vs. Kane's Bone Fists (0 def, 9 armour) (On hands)] stone warden's voratun gauntlets of dispersion (0 def, 21 armour)stone warden's voratun gauntlets of dispersion (0 def, 21 armour) Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +0 (-13) Armour: +21 (+12) Armour Hardiness: +14% Damage (Melee): 10 arcane / 0(-12) fire Damage when hit (Melee): 0(-8) nature Changes stats: +0(-6) Str / +9 Mag / +10 Wil / +15(+10) Con Changes resistances: +0%(-9%) fire / +11% physical / +8% arcane / +0%(-3%) nature Changes resistances penetration: +0%(-5%) nature / +0%(-10%) mind Changes damage: +0%(-3%) nature / +0%(-11%) fire Physical save: +0 (-30) Spell save: +0 (-10) Mental save: +0 (-24) Maximum life: +0.00 (-74.00) When used to modify unarmed attacks: Base power: 30.5 - 42.7(-20.5 - -28.7) Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +1 (-12) Armour Penetration: +15 (-) Physical crit. chance: +10.0% (-) Attack speed: 83% (-) When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Fire Breath (10% chance level 5). When this weapon hits: Stone Touch (5% chance level 5). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +19 arcane / +0(-27) physical Burst (radius 1) on hit: +0(-16) nature Burst (radius 2) on crit: +0(-15) fire It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Eye of the Forest (8 def, 0 armour) (On head)] Malslek the Accursed's Hat (2 def, 0 armour)Malslek the Accursed's Hat (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (-6) Damage (Melee): 30 % chance of gloom effects Changes stats: +0(-6) Cun / +0(-8) Wil Changes resistances: +20% fire Changes resistances penetration: +0%(-15%) nature Changes damage: +10% physical / +10% darkness / +0%(-20%) nature Talent masteries: +0.00(-0.10) Wild-gift / Moss +0.20 Cursed / Punishments Mental save: -10 (-22) Blindness immunity: +0% (-100%) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 Mindpower: +15 Mental crit. chance: +10% Infravision radius: +0 (-2) See stealth: +0 (-15) See invisible: +0 (-15) Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
[vs. Eye of the Forest (8 def, 0 armour) (On head)] Crown of the Elements (0 def, 5 armour)Crown of the Elements (0 def, 5 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Defense: +0 (-8) Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +3(-5) Wil / +0(-6) Cun / +5 Con Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Changes resistances penetration: +0%(-15%) nature Changes damage: +8% acid / +8% lightning / +8% fire / +0%(-20%) nature / +8% cold Talent mastery: +0.00(-0.10) Wild-gift / Moss Mental save: +0 (-12) Blindness immunity: +0% (-100%) Infravision radius: +0 (-2) See stealth: +0 (-15) See invisible: +15 (-) This jeweled crown shimmers with colors. |
[vs. Eye of the Forest (8 def, 0 armour) (On head)] Crown of Burning Pain (13 def, 0 armour)Crown of Burning Pain (13 def, 0 armour) Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +13 (+5) Fatigue: +4% Changes stats: +6(-) Cun / +6(-2) Wil Changes resistances: +35% fire Changes resistances penetration: +0%(-15%) nature Changes damage: +0%(-20%) nature / +35% fire Talent mastery: +0.00(-0.10) Wild-gift / Moss Mental save: +0 (-12) Blindness immunity: +0% (-100%) Infravision radius: +0 (-2) See stealth: +0 (-15) See invisible: +0 (-15) It can be used to activate talent Meteor Rain (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Uses arcane forces to summon 3 meteors that fall on the ground, smashing all around in a radius 2 for 107.23 fire and 104.50 physical damage. The hit zone will also turn into lava for 8 turns. The effects will increase with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
[vs. Eye of the Forest (8 def, 0 armour) (On head)] Corrupted Gaze (4 def, 8 armour)Corrupted Gaze (4 def, 8 armour) Requires: - Magic 16 - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +10 Armour: +8 Defense: +4 (-4) Fatigue: +6% Changes stats: +5 Mag / +3(-5) Wil / +4(-2) Cun Changes resistances: +10% blight Changes resistances penetration: +10% blight / +0%(-15%) nature Changes damage: +20% blight / +0%(-20%) nature Talent masteries: +0.00(-0.10) Wild-gift / Moss +0.10 Corruption / Vim Mental save: +0 (-12) Blindness immunity: +0% (-100%) Disease immunity: +40% Infravision radius: +0 (-2) See stealth: +12 (-3) See invisible: +12 (-3) It can be used to activate talent Vimsense (costing 25 power out of 32/32) : Effective talent level: 3.0 Power cost: 25 out of 32/32. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 6 turns, in a radius of 10. The evil touch will reduce their blight resistance by 17%, but also make them aware of you. The resistance reduction will improve with your Spellpower. This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. |
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. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Air currents swirl around this bright blue jewel. |
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. |
[vs. Emitha (Light source)] Alanarintir the ObsidiangrindAlanarintir the Obsidiangrind Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +0 (-1) Physical crit. chance: +0.0% (-6.0%) Physical power: +0 (-9) Defense: +0 (-6) Ranged Defense: +0 (-6) Changes stats: +0(-7) Wil Changes resistances: +6%(-) darkness / +0%(-14%) light Changes resistances penetration: +15% darkness / +0%(-5%) blight Changes damage: +0%(-15%) darkness Damage affinity(heal): +0%(-5%) darkness Critical mult.: +0.00% (-24.00%) Physical save: +0 (-26) Blindness immunity: +35% Cut immunity: +0% (-5%) Confusion immunity: +15% Light radius: +8 (-) Infravision radius: +0 (-5) See stealth: +8 See invisible: +8 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
[vs. Emitha (Light source)] Spectral CageSpectral Cage Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +0 (-1) Physical crit. chance: +0.0% (-6.0%) Physical power: +0 (-9) Defense: +0 (-6) Ranged Defense: +0 (-6) Changes stats: +0(-7) Wil Changes resistances: +20% cold / +0%(-14%) light / +0%(-6%) darkness Changes resistances penetration: +0%(-5%) blight / +10% cold Changes damage: +0%(-15%) darkness / +15% cold Damage affinity(heal): +0%(-5%) darkness Talent cooldown: Chill of the Tomb (-2 turns) Critical mult.: +0.00% (-24.00%) Physical save: +0 (-26) Cut immunity: +0% (-5%) Spellpower: +10 Light radius: +5 (-3) Infravision radius: +0 (-5) It can be used to release a will o' the wisp, costing 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light. The metal is icy cold to the touch. |
[vs. Emitha (Light source)] DĂșathedlen HeartDĂșathedlen Heart Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Armour penetration: +0 (-1) Physical crit. chance: +0.0% (-6.0%) Physical power: +7 (-2) Defense: +0 (-6) Ranged Defense: +0 (-6) Changes stats: +0(-7) Wil Changes resistances: +30%(+16%) light / +0%(-6%) darkness Changes resistances cap: +10% light Changes resistances penetration: +0%(-5%) blight Changes damage: +0%(-15%) darkness Damage affinity(heal): +0%(-5%) darkness Talent mastery: +0.10 Cunning / Stealth Critical mult.: +0.00% (-24.00%) Physical save: +0 (-26) Cut immunity: +0% (-5%) Light radius: -1000 (-1008) Infravision radius: +6 (+1) It can be used to activate talent Blood Grasp (costing 10 power out of 15/15) : Effective talent level: 3.0 Power cost: 10 out of 15/15. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 128.43 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
[vs. Emitha (Light source)] Planar BeaconPlanar Beacon Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Armour penetration: +0 (-1) Physical crit. chance: +0.0% (-6.0%) Physical power: +0 (-9) Defense: +0 (-6) Ranged Defense: +0 (-6) Changes stats: +0(-7) Wil Changes resistances: +0%(-14%) light / +0%(-6%) darkness Changes resistances penetration: +0%(-5%) blight Changes damage: +0%(-15%) darkness Damage affinity(heal): +0%(-5%) darkness Critical mult.: +0.00% (-24.00%) Physical save: +0 (-26) Cut immunity: +0% (-5%) Light radius: +3 (-5) Infravision radius: +0 (-5) It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 103.40 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 103.40 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
[vs. supercharged voratun torque of kinetic psionic shield [power 231] (27 cooldown) (Tool)] 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. This item has been sent to the Item's Vault. |
[vs. supercharged voratun torque of kinetic psionic shield [power 231] (27 cooldown) (Tool)] Eye of the Dreaming OneEye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 Sleep immunity: +100% Mindpower: +5 It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 14 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
[vs. supercharged voratun torque of kinetic psionic shield [power 231] (27 cooldown) (Tool)] Eternity's CounterEternity's Counter Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +12% all / +15% temporal Reduce damage by fixed amount: +10 all Changes damage: +0% all / +15% temporal Movement speed: +16% Combat speed: -12% Casting speed: -12% Mental speed: -12% Offers either offensive or defensive benefits, depending on the position of the sands. It can be used to flip the hourglass, costing 20 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
[vs. supercharged voratun torque of kinetic psionic shield [power 231] (27 cooldown) (Tool)] Fortune's EyeFortune's Eye Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 Armour penetration: +12 Defense: +12 Changes stats: +10 Lck / +5 Cun Physical save: +10 Spell save: +10 Mental save: +10 See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
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. |
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. |
Rod of Annulment Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to force some of your foe's infusions, runes or talents on cooldown, costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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 50 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 Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
[vs. supercharged voratun torque of kinetic psionic shield [power 231] (27 cooldown) (Tool)] psionic stralite torque of psychoportation [power 50] (30 cooldown)psionic stralite torque of psychoportation [power 50] (30 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to teleport randomly (rad 50), placing all other charms into a 30 cooldown. When used: 100% chance to regenerate 8 psi. Torques are made by powerful psionics to store psionic powers. |
[vs. supercharged voratun torque of kinetic psionic shield [power 231] (27 cooldown) (Tool)] Bokurath the voratun torque of mindblast [power 337] (6 cooldown)Bokurath the voratun torque of mindblast [power 337] (6 cooldown) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +2 Str Changes resistances: +6% nature Physical save: +25 Spell save: +6 See invisible: +9 It can be used to fire a blast of psionic energies in a beam (dam 168-337), placing all other charms into a 6 cooldown. Torques are made by powerful psionics to store psionic powers. |
[vs. supercharged voratun torque of kinetic psionic shield [power 231] (27 cooldown) (Tool)] Glinttide the voratun torque of charged psionic shield [power 173] (20 cooldown)Glinttide the voratun torque of charged psionic shield [power 173] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 8 acid Changes resistances: +9% lightning / +3% fire / +15% cold / +6% nature / +3% acid Changes damage: +6% light Spell save: +20 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 173 for 7 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
[vs. supercharged voratun torque of kinetic psionic shield [power 231] (27 cooldown) (Tool)] striking dragonbone wand of clairvoyance [power 15] (6 cooldown)striking dragonbone wand of clairvoyance [power 15] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Talent granted: +4 Strike It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 15), 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. |
Wyrm Bile Wyrm BileInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / blood It can be used to drink the vile blood. A vial of thick, lumpy fluid. Who knows what this will do to you if you drink it? |
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 Kane III the Skeleton Brawler level 30
50th Pyre 123rd year of Ascendancy at 19:55 see stats
By Kane III the Skeleton Brawler level 22
10th Regrowth 123rd year of Ascendancy at 03:18 see stats
By Kane III the Skeleton Brawler level 29
28th Pyre 123rd year of Ascendancy at 14:49 see stats
By Kane III the Skeleton Brawler level 33
9th Flare 123rd year of Ascendancy at 15:01 see stats
By Kane III the Skeleton Brawler level 44
6th Decay 123rd year of Ascendancy at 21:00 see stats
By Kane III the Skeleton Brawler level 32
4th Flare 123rd year of Ascendancy at 15:26 see stats
By Kane III the Skeleton Brawler level 24
30th Regrowth 123rd year of Ascendancy at 01:38 see stats
By Kane III the Skeleton Brawler level 15
53rd Dusk 122nd year of Ascendancy at 04:08 see stats
By Kane III the Skeleton Brawler level 31
62nd Pyre 123rd year of Ascendancy at 22:17 see stats
By Kane III the Skeleton Brawler level 24
31st Regrowth 123rd year of Ascendancy at 13:58 see stats
By Kane III the Skeleton Brawler level 50
17th Haze 124th year of Ascendancy at 05:43 see stats
By Kane III the Skeleton Brawler level 46
63rd Regrowth 124th year of Ascendancy at 02:23 see stats
By Kane III the Skeleton Brawler level 16
50th Haze 122nd year of Ascendancy at 02:03 see stats
By Kane III the Skeleton Brawler level 25
40th Regrowth 123rd year of Ascendancy at 17:07 see stats
By Kane III the Skeleton Brawler level 26
19th Pyre 123rd year of Ascendancy at 19:33 see stats
By Kane III the Skeleton Brawler level 50
34th Dusk 124th year of Ascendancy at 06:18 see stats
By Kane III the Skeleton Brawler level 30
58th Pyre 123rd year of Ascendancy at 00:51 see stats
By Kane III the Skeleton Brawler level 22
9th Regrowth 123rd year of Ascendancy at 22:18 see stats
By Kane III the Skeleton Brawler level 10
8th Flare 122nd year of Ascendancy at 16:19 see stats
By Kane III the Skeleton Brawler level 20
6th Decay 122nd year of Ascendancy at 01:33 see stats
By Kane III the Skeleton Brawler level 30
44th Pyre 123rd year of Ascendancy at 11:23 see stats
By Kane III the Skeleton Brawler level 40
23rd Haze 123rd year of Ascendancy at 23:53 see stats
By Kane III the Skeleton Brawler level 50
66th Pyre 124th year of Ascendancy at 23:41 see stats
By Kane III the Skeleton Brawler level 50
31st Dusk 124th year of Ascendancy at 03:06 see stats
By Kane III the Skeleton Brawler level 32
77th Pyre 123rd year of Ascendancy at 20:24 see stats
By Kane III the Skeleton Brawler level 50
77th Pyre 124th year of Ascendancy at 02:18 see stats
By Kane III the Skeleton Brawler level 16
79th Dusk 122nd year of Ascendancy at 10:50 see stats
By Kane III the Skeleton Brawler level 38
73rd Dusk 123rd year of Ascendancy at 01:38 see stats
By Kane III the Skeleton Brawler level 41
35th Haze 123rd year of Ascendancy at 20:40 see stats
By Kane III the Skeleton Brawler level 29
43rd Pyre 123rd year of Ascendancy at 08:22 see stats
By Kane III the Skeleton Brawler level 32
3rd Summertide 123rd year of Ascendancy at 00:11 see stats
By Kane III the Skeleton Brawler level 48
34th Pyre 124th year of Ascendancy at 14:00 see stats
By Kane III the Skeleton Brawler level 50
17th Haze 124th year of Ascendancy at 05:41 see stats
By Kane III the Skeleton Brawler level 10
9th Dusk 122nd year of Ascendancy at 21:29 see stats
By Kane III the Skeleton Brawler level 22
10th Regrowth 123rd year of Ascendancy at 03:18 see stats
By Kane III the Skeleton Brawler level 18
66th Haze 122nd year of Ascendancy at 04:14 see stats
By Kane III the Skeleton Brawler level 50
17th Haze 124th year of Ascendancy at 05:43 see stats
By Kane III the Skeleton Brawler level 50
10th Haze 124th year of Ascendancy at 20:01 see stats
By Kane III the Skeleton Brawler level 13
30th Dusk 122nd year of Ascendancy at 21:40 see stats
By Kane III the Skeleton Brawler level 21
8th Allure 123rd year of Ascendancy at 02:37 see stats
By Kane III the Skeleton Brawler level 36
51st Dusk 123rd year of Ascendancy at 11:53 see stats
By Kane III the Skeleton Brawler level 27
21st Pyre 123rd year of Ascendancy at 05:54 see stats
By Kane III the Skeleton Brawler level 17
55th Haze 122nd year of Ascendancy at 03:49 see stats
By Kane III the Skeleton Brawler level 50
16th Haze 124th year of Ascendancy at 00:47 see stats
By Kane III the Skeleton Brawler level 28
27th Pyre 123rd year of Ascendancy at 07:21 see stats
Log
Kane III counters the attack!
Kane III performs a melee critical strike against Orc warrior!
Orc warrior is not dazed anymore.
You collect a new ingredient: orc heart.
Kane III performs a melee critical strike against Orc warrior!
Kane III hits Orc warrior for 803 physical damage.
Kane III killed Orc warrior!
Kane III uses Butterfly Kick.
Kane III performs a melee critical strike against Orc warrior!
Orc warrior is afflicted by a crippling illness!
Kane III performs a melee critical strike against Orc warrior!
You collect a new ingredient: orc heart.
Kane III hits Orc warrior for 1569 physical, 31 physical, 12 darkness, 14 fire, 6 light, 21 nature, 18 fire, 566 physical (2237 total damage).
Kane III killed Orc warrior!
Resting starts...
Talent Double Strike is ready to use.
The shield around Kane III crumbles.
Talent Spinning Backhand is ready to use.
Talent Butterfly Kick is ready to use.
Rested for 10 turns (stop reason: all resources and life at maximum).
You have found a trap (intruder alarm)!
Talent Rune: Shielding is ready to use.
Talent Rush is ready to use.
Luminous horror casts Healing Light.
Luminous horror receives 530 healing.
Ran for 8 turns (stop reason: hostile spotted to the southeast (luminous horror - offscreen)).