
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.0 |
Addons | Items Vault 1.0.1Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Cursed |
Level / Exp | 50 / 1106% |
Size | medium |
Lifes / Deaths | Killed by Cyruvena the storm drake hatchling at level 22 on the 27th Pyre 123rd year of Ascendancy at 05:58 3 / 4Killed by Urkis, the High Tempest at level 22 on the 27th Pyre 123rd year of Ascendancy at 07:28 Killed by Bethema the ultimate gwelgoroth at level 22 on the 27th Pyre 123rd year of Ascendancy at 08:40 Killed by Bethina the vampire at level 22 on the 53rd Pyre 123rd year of Ascendancy at 16:15 |
Antimagic | Follower |
Primary Stats
Strength | 101 (base 60) |
Dexterity | 23 (base 8) |
Constitution | 79 (base 60) |
Magic | 26 (base 15) |
Willpower | 100 (base 60) |
Cunning | 66 (base 25) |
Resources
Life | 1695/1695 |
Hate | 110/113 |
Psi | 190/190 |
Equilibrium | 15 |
Healing Factor | 1.5400000000001 |
Regeneration | 6.2370000000003 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +144.71323634271% |
Spell | 0% |
Global | +102.4% |
Vision
Sight | 10 |
Lite | 10 |
See Stealth | 23 |
See Invisible | 19 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 229 |
Accuracy | 56 |
Crit Chance | 46% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 26.5 |
Crit Chance | 30% |
Speed | 1 |
Offense: Mind
Mindpower | 69.225 |
Crit Chance | 30% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +38% |
Physical | +33% |
Fire | +10% |
All | +7% |
Offense: Damage Penetration
Fire | +19% |
Darkness | +30% |
Defense: Base
Armour (hardiness) | 91 (97.241379310345%) |
Defense | 28.175 |
Ranged Defense | 32.175 |
Fatigue | 27 |
Physical Save | 65.05625 |
Spell Save | 48.775 |
Mental Save | 65.08125 |
Defense: Resistances
Acid | + 51%( 77%) |
Blight | + 54%( 77%) |
Physical | + 38%( 77%) |
Cold | + 77%( 77%) |
All | + 22%( 77%) |
Mind | + 61%( 77%) |
Lightning | + 59%( 77%) |
Light | + 41%( 77%) |
Temporal | + 36%( 77%) |
Darkness | + 77%( 77%) |
Arcane | + 34%( 77%) |
Fire | + 58%( 77%) |
Nature | + 52%( 77%) |
Defense: Immunities
Disarm Resistance | 82% |
Pinning Resistance | 41% |
Knockback Resistance | 100% |
Confusion Resistance | 94% |
Fear Resistance | 50% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 40% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 8 turns. Also while Heroism is active, you will only die when reaching -804 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 604 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 329 life. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1140% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 475 life over 5 turns. |
Class Talents
Cursed / Rampage | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cursed / Gloom | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cursed / Slaughter | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Cursed / Cursed form | 1.00 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Wild Growth |
talent | Gloom |
talent | Surge |
talent | Stalk |
beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
beneficial effect | The target filled with the spirit of the vorpal bunny! Granting +10% critical chance! Vorpal Bunny! |
beneficial effect | You gain 33% resistance against darkness. Resolve |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by wretchling. Escort: injured seer (level 4 of Old Forest) | failed |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved Willpower by +2. | done |
You failed to protect the lost warrior from death by blade horror. Escort: lost warrior (level 2 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by orc soldier. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the repented thief from death by greater shivgoroth. Escort: repented thief (level 2 of Norgos Lair) | failed |
You failed to protect the repented thief from death by ultimate shivgoroth. Escort: repented thief (level 3 of Norgos Lair) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Strength by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlYou talked for a while and it seems she has a crush on you. Melinda decided to come live with you in your Fortress. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have 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: 878. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit has completed an elixir of explosive force 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. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Betomira the pair of drakeskin leather boots (10 def, 5 armour) Betomira the pair of drakeskin leather boots (10 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 Ranged Defense: +8 Fatigue: -4% Changes stats: +4 Cun / +3 Dex Damage when the wearer hits(melee): 4 mind Changes resistances: +12% mind / +6% blight / +3% nature Physical save: +3 Stun/Freeze immunity: +15% Stamina each turn: +0.90 Maximum life: +60.00 Movement speed: +10% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7.0 Travel Speed: instantaneous Description: Jump away 5 grids from your target. A pair of boots made of leather. |
Light source | Gorigohor the Sunwisp =badass= Gorigohor the Sunwisp =badass=Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +9 Changes stats: +4 Wil Damage when the wearer hits(melee): 24 dreamforge Damage when the wearer is hit: 20 light / 21 dreamforge Changes resistances: +5% arcane / +9% fire / +3% light / +8% mind / +3% temporal Critical mult.: +17.00% Blindness immunity: +40% Confusion immunity: +14% Light radius: +9 See stealth: +23 See invisible: +19 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 41 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | dragonslayer's drakeskin leather cap of ire (0 def, 5 armour) dragonslayer's drakeskin leather cap of ire (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Str / +5 Con Changes resistances: +12% fire / +11% cold / +12% lightning / +12% acid Physical save: +13 Mental save: +12 It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. The chance to hit increases with your Physical Power. A cap made of leather. |
Tool | quiet stralite torque of psychoportation [power 42] (30 cooldown) quiet stralite torque of psychoportation [power 42] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +2 Silence It can be used to teleport randomly (rad 42), placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers. |
On fingers | Umbranail the voratun ring Umbranail the voratun ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +18 Changes stats: +10 Cun / +9 Str Damage when the wearer hits(melee): 37 bleed / 15 gloom / 2 darkness Damage when the wearer is hit: 4 fire Changes resistances: +9% darkness Changes resistances penetration: +10% darkness / +5% fire Changes damage: +6% darkness / +3% fire Disarm immunity: +50% Pinning immunity: +41% Knockback immunity: +50% Hate when firing a critical mind attack: +3.00 Maximum life: +47.00 Maximum hate: +13.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
On fingers | solipsist's stralite ring of life solipsist's stralite ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Cun / +6 Wil Life regen: +0.80 Maximum life: +54.00 Mindpower: +10 Healing mod.: +24% Rings can have magical properties. |
Around waist | Girdle of Preservation Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +10% physical / +10% arcane / +15% fire / +15% cold / +15% lightning / +15% acid / +15% nature / +15% blight / +15% light / +15% darkness / +15% temporal Physical save: +15 Spell save: +15 Mental save: +15 Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
In main hand | blazebringer's voratun battleaxe of rage (56.5-84.75 power, 4 apr) blazebringer's voratun battleaxe of rage (56.5-84.75 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.5 - 84.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% Damage conversion: 46% fire When wielded/worn: Accuracy: +12 Changes stats: +4 Str Changes resistances penetration: +14% fire Changes damage: +14% physical Stamina when hit: +0.60 Global speed: +2% Massive two-handed battleaxes. |
On hands | Snow Giant Wraps (0 def, 2 armour) =badass= Snow Giant Wraps (0 def, 2 armour) =badass=Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10.0 Travel Speed: instantaneous Is: a nature gift Description: Throws a huge boulder at a target, damaging it for 227.30 and knocking it back 5 tiles. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Main armor | enlightening voratun plate armour of the dragon (9 def, 16 armour) enlightening voratun plate armour of the dragon (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 Fatigue: +26% Changes stats: +5 Str / +6 Wil / +7 Cun / +4 Con Changes resistances: +10% physical / +7% fire / +13% cold / +10% lightning / +10% acid Talent cooldown: Rush (-5 turns) Mental save: +16 Disarm immunity: +32% Stun/Freeze immunity: +31% Knockback immunity: +32% A suit of armour made of metal plates. |
Cloak | Zalfak's Badass Resist Cloak (3 def, 13 armour) =badass= Zalfak's Badass Resist Cloak (3 def, 13 armour) =badass=Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +3 Damage when the wearer hits(melee): 4 mind / 4 darkness / 4 fire Damage when the wearer is hit: 8 darkness Changes resistances: +3% fire / +30% cold / +20% nature / +20% blight / +6% light / +25% darkness Changes resistances penetration: +20% darkness Changes damage: +25% darkness Stealth bonus: +25 Spell save: +9 Life regen: +3.00 Maximum life: +59.00 Healing mod.: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Hanaroddahell the voratun amulet Hanaroddahell the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +7 Changes stats: +1 Dex / +10 Wil / +2 Cun Changes resistances cap: +7% all Physical save: +45 Spell save: +17 Mental save: +23 Amulets can have magical properties. |
Inventory
regeneration infusion (heal 487 over 5 turns) regeneration infusion (heal 487 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 487 life over 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 30%; cure mental, physical) wild infusion (resist 30%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 30% for 6 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
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 |
Taint of Telepathy (Range 10 telepathy for 5 turns) Taint of Telepathy (Range 10 telepathy for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10.0 Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Strip the protective barriers from your mind for 5 turns, allowing in the thoughts all creatures within 10 squares but reducing mind save by 10 and increasing your mindpower by 35 for 10 turns. It can be used to inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
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 |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Garkul's Teeth Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Two-handed maiming +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed weapons Physical save: +18 Mental save: +18 Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 4.0 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 322.69 physical damage in a radius 7 cone in front of you. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Morbusripper the steel amulet Morbusripper the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +3% blight Changes damage: +12% nature / +6% blight Talent mastery: +0.12 Cursed / Gloom Amulets can have magical properties. |
clarifying copper amulet of willpower (+2) clarifying copper amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +10% mind Confusion immunity: +20% Amulets can have magical properties. |
cleansing copper amulet =IPoison, IDisease= cleansing copper amulet =IPoison, IDisease=Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% nature / +10% blight Poison immunity: +22% Disease immunity: +21% Amulets can have magical properties. |
enraging gold amulet of vision enraging gold amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +7 Changes damage: +7% physical Blindness immunity: +13% Infravision radius: +4 Sight radius: +2 See invisible: +7 Combat speed: +10% Amulets can have magical properties. |
grounding steel amulet of constitution (+2) =Rlightning= grounding steel amulet of constitution (+2) =Rlightning=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +12% lightning Stun/Freeze immunity: +22% Amulets can have magical properties. |
insulating gold amulet =Rcold, Rfire= insulating gold amulet =Rcold, Rfire=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +14% fire / +15% cold Amulets can have magical properties. |
mindweaver's voratun amulet of the fish =breathe= mindweaver's voratun amulet of the fish =breathe=Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Wil Changes resistances: +23% cold Allows you to breathe in: water Mental save: +15 Confusion immunity: +22% Mindpower: +12 Amulets can have magical properties. |
savior's voratun amulet of murder savior's voratun amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +7 Armour penetration: +5 Physical crit. chance: +4.0% Critical mult.: +15.00% Physical save: +17 Spell save: +23 Mental save: +17 Amulets can have magical properties. |
serendipitous stralite amulet of vision serendipitous stralite amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +16 Defense: +14 Changes stats: +5 Lck Blindness immunity: +27% Infravision radius: +5 Sight radius: +2 See invisible: +7 Amulets can have magical properties. |
stabilizing stralite amulet of murder =dps= stabilizing stralite amulet of murder =dps=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +7 Armour penetration: +6 Physical crit. chance: +3.0% Changes resistances: +18% temporal Critical mult.: +14.00% Pinning immunity: +30% Knockback immunity: +26% Amulets can have magical properties. |
starlit steel amulet of cunning (+4) =Rdarkness, Rlight= starlit steel amulet of cunning (+4) =Rdarkness, Rlight=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes resistances: +15% darkness / +13% light Blindness immunity: +22% Amulets can have magical properties. |
warrior's stralite amulet of mastery (0.32 Wild-gift / Antimagic) =Rphysical= warrior's stralite amulet of mastery (0.32 Wild-gift / Antimagic) =Rphysical=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +8% physical Talent mastery: +0.32 Wild-gift / Antimagic Stamina each turn: +0.20 Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to not be of this world, switching rapidly. If used near a portal it could probably activate it. |
Ashpulverizer =blind,pin= Ashpulverizer =blind,pin=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +8 Wil Damage when the wearer is hit: 4 fire Changes resistances: +12% blight Mental save: +16 Blindness immunity: +10% Pinning immunity: +15% New effects duration reduction after a teleport: +20% Rings can have magical properties. |
Loamstriker the voratun ring =PPhysical= Loamstriker the voratun ring =PPhysical=Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 Changes stats: +7 Cun / +9 Dex Damage when the wearer hits(melee): 2 nature Changes resistances: +12% light / +15% blight / +6% darkness / +38% acid Changes resistances penetration: +15% physical Changes damage: +6% nature / +19% acid It can be used to activate talent Greater Weapon Focus, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on your blows; each strike has a 25% chance to deal another, similar, blow for 8 turns. This works for all blows, even ones from other talents and from shield bashes. The chance increases with your Dexterity. Rings can have magical properties. |
gladiator's gold ring of pilfering =dps, disengage= gladiator's gold ring of pilfering =dps, disengage=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 Armour penetration: +11 Physical power: +8 Defense: +10 Changes stats: +5 Str / +5 Con It can be used to activate talent Disengage, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 7.0 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
gladiator's gold ring of tenacity =disarm,pin,knockback,hp= gladiator's gold ring of tenacity =disarm,pin,knockback,hp=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 Changes stats: +7 Str / +4 Con Disarm immunity: +28% Pinning immunity: +31% Knockback immunity: +20% Maximum life: +29.00 Rings can have magical properties. |
gladiator's gold ring of the mind (+12%) =Rmind= gladiator's gold ring of the mind (+12%) =Rmind=Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 Changes stats: +4 Str / +5 Con Changes resistances: +12% mind Changes damage: +12% mind Rings can have magical properties. |
gladiator's stralite ring of tenacity gladiator's stralite ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +12 Changes stats: +6 Str / +5 Con Disarm immunity: +34% Pinning immunity: +37% Knockback immunity: +31% Maximum life: +26.00 Rings can have magical properties. |
gladiator's voratun ring of life gladiator's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 Changes stats: +9 Str / +6 Con Life regen: +0.70 Maximum life: +68.00 Healing mod.: +19% Rings can have magical properties. |
gold ring 'Starmonster' =disarm,pin,knockback,hp= gold ring 'Starmonster' =disarm,pin,knockback,hp=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Dex Damage when the wearer hits(melee): 4 light Disarm immunity: +31% Pinning immunity: +26% Knockback immunity: +27% Maximum life: +33.00 See invisible: +6 Rings can have magical properties. |
mule's gold ring of fire (+20%) =Rfire= mule's gold ring of fire (+20%) =Rfire=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -5% Changes resistances: +20% fire Changes damage: +10% fire Maximum encumbrance: +20 Rings can have magical properties. |
rogue's gold ring of fire (+24%) rogue's gold ring of fire (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +12 Changes stats: +6 Cun Changes resistances: +24% fire Changes damage: +12% fire Rings can have magical properties. |
savage's stralite ring of life savage's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Con Spell save: +14 Life regen: +1.10 Maximum life: +45.00 Maximum stamina: +22.00 Healing mod.: +18% Rings can have magical properties. |
savior's stralite ring of nature (+32%) savior's stralite ring of nature (+32%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +32% nature Changes damage: +16% nature Physical save: +7 Spell save: +10 Mental save: +12 Rings can have magical properties. |
solipsist's voratun ring of misery solipsist's voratun ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +10 Cun / +7 Wil Damage when the wearer hits(melee): 12 gloom / 31 bleed Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 Mindpower: +13 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
warrior's steel ring of nature (+22%) warrior's steel ring of nature (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +22% nature Changes damage: +11% nature Rings can have magical properties. |
The Gaping Maw (72-108 power, 4 apr) =badass= The Gaping Maw (72-108 power, 4 apr) =badass=Requires: - Strength 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% Damage when this weapon hits: +50 nature slow / +50 acid When wielded/worn: Changes stats: +0 Str / +0 Wil Changes damage: +0% nature Talents cooldown: Mana Clash (-2 turns) Ice Claw (-1 turn) Swallow (-2 turns) This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
voratun battleaxe 'Obsidianseam' (58-87 power, 4 apr) =badass= voratun battleaxe 'Obsidianseam' (58-87 power, 4 apr) =badass=Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.0 - 87.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% Damage when this weapon hits: +22 darkness Damage conversion: 10% arcane Damage against: +36% Humanoid When wielded/worn: Accuracy: +14 Physical power: +12 Defense: +16 Changes stats: +6 Con Damage when the wearer hits(melee): 4 acid Damage when the wearer is hit: 8 darkness Changes resistances: +6% darkness / +9% acid Changes resistances penetration: +15% physical Disarm immunity: +34% Massive two-handed battleaxes. |
warbringer's voratun battleaxe of shearing (57.5-86.25 power, 4 apr) =badass= warbringer's voratun battleaxe of shearing (57.5-86.25 power, 4 apr) =badass=Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.5 - 86.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% When wielded/worn: Armour penetration: +11 Physical power: +15 Changes stats: +5 Con Changes resistances penetration: +23% physical Changes damage: +10% physical Disarm immunity: +36% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Dawnquake the voratun greatsword (61.5-98.4 power, 4 apr)Dawnquake the voratun greatsword (61.5-98.4 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.5 - 98.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +18 Changes stats: +10 Str Changes resistances penetration: +5% blight Changes damage: +18% physical Critical mult.: +10.00% Spell save: +3 Stamina when hit: +2.00 Maximum mana: +60.00 Light radius: +3 Massive two-handed swords. |
Awakened Staff of Absorption (60-72 power, 60 apr, arcane damage) Awakened Staff of Absorption (60-72 power, 60 apr, arcane damage)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: +4.0% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% arcane / +30% fire / +30% cold / +30% lightning Changes damage: +60% arcane / +60% fire / +60% cold / +60% lightning Talent granted: +1 Command Staff Maximum mana: +100.00 Spellpower: +48 Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb energies, costing 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago. Yet it bears no signs of tarnishment. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Emblem of Evasion =slowproj, stats, rngdef= Emblem of Evasion =slowproj, stats, rngdef=Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 Changes stats: +12 Dex / +10 Cun / +8 Lck Slows Projectiles: +30% It can be used to activate talent Evasion (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 Description: Your quick wit allows you to see attacks before they land, granting you a 31% chance to completely evade them and granting you 25 defense for 15 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Murkstinger the drakeskin leather belt Murkstinger the drakeskin leather beltCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +27.0% Changes stats: +12 Cun / +12 Dex Damage when the wearer hits(melee): 8 darkness / 2 light Changes resistances: +9% cold Changes resistances penetration: +15% darkness Physical save: +30 Spell save: +6 Mindpower: +24 Mental crit. chance: +24% A belt that goes around your waist. |
ravager's hardened leather belt of recklessness =dps= ravager's hardened leather belt of recklessness =dps=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 Changes resistances penetration: +7% physical Changes damage: +13% physical Critical mult.: +7.00% A belt that goes around your waist. |
Haledunalarath the cashmere cloak (2 def, 0 armour) =breathe= Haledunalarath the cashmere cloak (2 def, 0 armour) =breathe=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 Defense: +2 Fatigue: -4% Changes stats: +2 Cun Damage when the wearer hits(melee): 4 acid Allows you to breathe in: water A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gugasus (0 def, 11 armour) =alt= Gugasus (0 def, 11 armour) =alt=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +11 Fatigue: +5% Changes resistances: +11% fire / +9% cold Blindness immunity: +5% Disarm immunity: +10% New effects duration reduction after a teleport: +30% A pair of boots made of leather. |
Polelaith the pair of dwarven-steel boots (0 def, 4 armour) =resists= Polelaith the pair of dwarven-steel boots (0 def, 4 armour) =resists=Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +2 Physical power: +2 Armour: +4 Fatigue: +3% Damage when the wearer hits(melee): 4 physical Changes resistances: +14% fire / +8% cold Spell save: +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
The Warped Boots (2 def, 4 armour) =hp, Rblight= The Warped Boots (2 def, 4 armour) =hp, Rblight=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 Defense: +2 Fatigue: +8% Changes resistances: +10% blight Spell save: +10 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: 10.0 Travel Speed: instantaneous Is: a nature gift Description: Spit blight at your target doing 177.99 blight damage. The damage will increase with your Magic. These blackened boots have lost all vestige of any former glory they might have had. Now, they are a testament to the corruption of the Deep Bellow, and its power. |
Unbreakable Greaves (8 def, 15 armour) Unbreakable Greaves (8 def, 15 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Defense: +8 Fatigue: +12% Changes stats: +15 Str / -4 Dex / +10 Con Changes resistances: +10% physical / +10% acid Changes damage: +10% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
blood-soaked pair of dwarven-steel boots of rushing (0 def, 4 armour) =alt= blood-soaked pair of dwarven-steel boots of rushing (0 def, 4 armour) =alt=Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +4 Physical crit. chance: +5.0% Physical power: +3 Armour: +4 Fatigue: +3% Changes stats: +2 Str / +2 Con It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8.0 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding pair of hardened leather boots of uncanny dodging (3 def, 3 armour) =Rlightning, Rtemporal= grounding pair of hardened leather boots of uncanny dodging (3 def, 3 armour) =Rlightning, Rtemporal=Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +3 Ranged Defense: +5 Fatigue: +3% Changes resistances: +7% lightning / +10% temporal A pair of boots made of leather. |
invigorating pair of drakeskin leather boots of evasion (17 def, 5 armour) invigorating pair of drakeskin leather boots of evasion (17 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +17 Fatigue: -2% Stamina each turn: +0.50 Maximum life: +45.00 Movement speed: +10% It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 27% chance to completely evade them and granting you 15 defense for 15 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
invigorating pair of drakeskin leather boots of massiveness (0 def, 5 armour) invigorating pair of drakeskin leather boots of massiveness (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -4% Changes stats: +7 Str / +4 Con Changes damage: +9% physical Stamina each turn: +0.50 Maximum life: +45.00 Movement speed: +10% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 15 cooldown : Effective talent level: 4.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
reinforced pair of drakeskin leather boots (0 def, 13 armour) =resists= reinforced pair of drakeskin leather boots (0 def, 13 armour) =resists=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Fatigue: +5% Changes resistances: +11% fire / +10% cold / +10% lightning / +11% acid A pair of boots made of leather. |
reinforced pair of drakeskin leather boots of massiveness (0 def, 13 armour) =resists= reinforced pair of drakeskin leather boots of massiveness (0 def, 13 armour) =resists=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Fatigue: +5% Changes stats: +8 Str / +9 Con Changes resistances: +12% fire / +15% cold / +8% lightning / +12% acid Changes damage: +9% physical Size category: +1 It can be used to activate talent Heave, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
Spellhunt Remnants (6 def, 8 armour) =badass= Spellhunt Remnants (6 def, 8 armour) =badass=Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 Spell save: +15 Mindpower: +12 Mental crit. chance: +5% Light radius: +1 It can be used to destroy magic in a radius 5 cone, costing 100 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, it was often used to destroy arcane artifacts, curing the world of their influence. You feel proud of having fulfilled this ancient duty. |
heroic drakeskin leather gloves of strength (+4) (0 def, 9 armour) =dps= heroic drakeskin leather gloves of strength (+4) (0 def, 9 armour) =dps=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +15 Armour: +9 Changes stats: +4 Str Mental save: +10 Maximum life: +54.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Bokerek the Splendourpyre (0 def, 3 armour) =hp,healing,Rnature,Rfire= Bokerek the Splendourpyre (0 def, 3 armour) =hp,healing,Rnature,Rfire=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when the wearer hits(melee): 4 light Damage when the wearer is hit: 8 light Changes resistances: +11% nature / +9% fire Changes damage: +6% fire Spell save: +8 Maximum life: +73.00 Light radius: +3 Healing mod.: +19% A cap made of leather. |
Dragonskull Helm (0 def, 2 armour) =Rfire,Rlightning,Rcold= Dragonskull Helm (0 def, 2 armour) =Rfire,Rlightning,Rcold=Requires: - Willpower 24 - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +2 Fatigue: +12% Changes resistances: +15% fire / +15% cold / +15% lightning / +15% acid Grants telepathy: Dragon Physical save: +12 Spell save: +12 Mental save: +12 Traces of a dragon's power still remain in this bleached and cracked skull. |
Emaritira the Smolderpiety (2 def, 0 armour) Emaritira the Smolderpiety (2 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes stats: +3 Cun / +9 Wil Damage when the wearer hits(melee): 4 fire Damage when the wearer is hit: 12 fire Changes resistances: +8% physical / +9% fire / +14% darkness / +3% blight Changes damage: +12% physical / +11% darkness / +3% blight Physical save: +10 Mental save: +15 Confusion immunity: -20% Fear immunity: -20% Maximum hate: +10.00 Mindpower: +7 Mental crit. chance: +9% It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 5.0 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 217 mind damage and feed you 2 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 2.4. Every victim of the whisper has a 26% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Eye of the Forest (4 def, 0 armour) =badass= Eye of the Forest (4 def, 0 armour) =badass=Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +4 Changes stats: +6 Cun / +3 Wil Changes resistances: +10% blight Changes resistances cap: +10% blight Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 Blindness immunity: +100% It can be used to activate talent Earth's Eyes (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. 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 your 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. |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 22.50 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. This item has been sent to the Item's Vault. |
defender's voratun helm (6 def, 12 armour) =RAll,def,armor= defender's voratun helm (6 def, 12 armour) =RAll,def,armor=Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +12 Defense: +6 Fatigue: +5% Changes resistances: +7% all Physical save: +9 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dragonslayer's dwarven-steel helm of the bounder (0 def, 4 armour) =Rall= dragonslayer's dwarven-steel helm of the bounder (0 def, 4 armour) =Rall=Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +6 Str / +7 Dex Changes resistances: +8% fire / +7% cold / +9% lightning / +8% acid A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding cashmere wizard hat of lightning (+29%) (2 def, 0 armour) =Rlightning,RTemporal= grounding cashmere wizard hat of lightning (+29%) (2 def, 0 armour) =Rlightning,RTemporal=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +29% lightning / +9% temporal Changes damage: +15% lightning A pointy cloth hat, very wizardly... |
leafwalker's drakeskin leather cap (0 def, 5 armour) =hp= leafwalker's drakeskin leather cap (0 def, 5 armour) =hp=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +10% nature Spell save: +9 Maximum life: +75.00 Healing mod.: +18% A cap made of leather. |
leafwalker's dwarven-steel helm of the depths (0 def, 4 armour) =Rnature, Rcold, breathe= leafwalker's dwarven-steel helm of the depths (0 def, 4 armour) =Rnature, Rcold, breathe=Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +9% nature / +8% cold Allows you to breathe in: water Spell save: +5 Maximum life: +52.00 Healing mod.: +16% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
leafwalker's hardened leather cap of trickery (0 def, 3 armour) =hp, healing, Rnature= leafwalker's hardened leather cap of trickery (0 def, 3 armour) =hp, healing, Rnature=Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +3% Changes stats: +2 Cun / +3 Dex Changes resistances: +8% nature Spell save: +3 Maximum life: +73.00 Healing mod.: +13% A cap made of leather. |
leafwalker's voratun helm of knowledge (0 def, 5 armour) leafwalker's voratun helm of knowledge (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Cun / +5 Wil Changes resistances: +11% nature Spell save: +8 Maximum life: +81.00 Mindpower: +5 Healing mod.: +17% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat of lightning (+18%) (1 def, 0 armour) =Rlightning= linen wizard hat of lightning (+18%) (1 def, 0 armour) =Rlightning=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +18% lightning Changes damage: +12% lightning A pointy cloth hat, very wizardly... |
mindcaging voratun helm of fortune (0 def, 5 armour) mindcaging voratun helm of fortune (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Armour: +5 Fatigue: +5% Changes stats: +14 Lck Changes resistances: +14% mind Mental save: +17 Spell crit. chance: +5% Mental crit. chance: +8% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
warlord's voratun helm of knowledge (0 def, 5 armour) =RPhysical, dps, saves= warlord's voratun helm of knowledge (0 def, 5 armour) =RPhysical, dps, saves=Requires: - Talent Armour Training Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +9 Armour: +5 Fatigue: +5% Changes stats: +5 Str / +9 Wil / +4 Cun Changes resistances: +10% physical Physical save: +7 Mindpower: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Scale Mail of Kroltar (10 def, 14 armour) =resists= Scale Mail of Kroltar (10 def, 14 armour) =resists=Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. When wielded/worn: Armour: +14 Defense: +10 Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% fire / +20% lightning / +20% acid / +20% nature / +20% blight Maximum life: +120.00 It can be used to activate talent Inferno (costing 50 power out of 80/80) : Effective talent level: 3.0 Power cost: 50 out of 80/80. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: Raging flames burn foes and allies alike, doing 28.70 fire damage in a radius of 5 each turn for 8 turns. The damage will increase with your Spellpower. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Cuirass of the Thronesmen (20 def, 29 armour) =Rdarkness,Rfire,defensive= Cuirass of the Thronesmen (20 def, 29 armour) =Rdarkness,Rfire,defensive=Requires: - Strength 44 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +29 Armour Hardiness: +10% Defense: +20 Fatigue: +15% Changes stats: +6 Con Changes resistances: +25% darkness / +25% fire Physical save: +40 Stun/Freeze immunity: +40% Knockback immunity: +40% Healing mod.: -30% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
Plate Armor of the King (15 def, 20 armour) =resists= Plate Armor of the King (15 def, 20 armour) =resists=Requires: - Strength 48 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +20 Defense: +15 Fatigue: +26% Changes stats: +9 Wil Changes resistances: +10% arcane / +25% fire / +25% acid / +25% blight / +25% darkness Physical save: +15 Spell save: +25 Mental save: +25 Stun/Freeze immunity: +30% Knockback immunity: +30% Maximum stamina: +60.00 Light radius: +1 Beautifully detailed with images of King Toknor's defence of Last Hope. Despair fills the hearts of even the blackest villains at the sight of it. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
127 alchemist agate 127 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
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 the wearer is hit: 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 will automatically be transmogrified when you leave the level. bloodhexed voratun pickaxe (dig speed 17 turns)bloodhexed voratun pickaxe (dig speed 17 turns) Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +11.0% Changes stats: +11 Str / +7 Wil Mental crit. chance: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang =passive= Rungof's Fang =passive=Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Glyta the Crackletouch Glyta the CrackletouchInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when the wearer is hit: 4 lightning Changes resistances: +6% light Mental save: +7 Disease immunity: +10% Silence immunity: +5% Light radius: +3 See stealth: +13 See invisible: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
Umbraphage =alt= Umbraphage =alt=Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% darkness / +15% light Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 Mindpower: +10 Light radius: +7 Absorbs all darkness in its light radius. It can be used to release the absorbed darkness, costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Dragon Orb (Orb of Command) =passive= Dragon Orb (Orb of Command) =passive=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) =passive= Elemental Orb (Orb of Command) =passive=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) =passive= Orb of Destruction (Orb of Command) =passive=Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways =keep= Orb of Many Ways =keep=Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) =passive= Orb of Undeath (Orb of Command) =passive=Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb =keep= Scrying Orb =keep=Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem: Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Runed Skull =passive= Runed Skull =passive=Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when the wearer is hit: 25 fire Spellpower: +7 Dull red runes are etched all over this blackened skull. |
6 bloodstone 6 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Gems can be sold for money or used in arcane rituals. |
3 fire opal 3 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) =keep= Rod of Recall (1/1) =keep=Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest =keep= Transmogrification Chest =keep=Powered 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 is 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. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 112 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
Cold Iron Acorn =passive= Cold Iron Acorn =passive=Infused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind Changes damage: +12% physical Movement speed: +20% A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
Kyless' Book Kyless' BookInfused by psionic forces 5.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 This was the book that gave power to Kyless and eventually lead to his doom. The book has a simple appearance: bound in leather with no markings on the cover. All of the pages are blank. |
Pearl of Life and Death =passive= Pearl of Life and Death =passive=Infused 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 a normal sized one, that glitters in infinite colours, with slight patterns ever shifting away. |
3 diamond 3 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Gems can be sold for money or used in arcane rituals. |
3 moonstone 3 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 Gems can be sold for money or used in arcane rituals. |
2 pearl 2 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By Zalfak the Cornac Cursed level 29
9th Dusk 123rd year of Ascendancy at 02:20 see stats
By Zalfak the Cornac Cursed level 43
74th Haze 124th year of Ascendancy at 19:10 see stats
By Zalfak the Cornac Cursed level 22
63rd Regrowth 123rd year of Ascendancy at 15:10 see stats
By Zalfak the Cornac Cursed level 35
40th Haze 123rd year of Ascendancy at 03:11 see stats
By Zalfak the Cornac Cursed level 36
46th Haze 123rd year of Ascendancy at 02:48 see stats
By Zalfak the Cornac Cursed level 42
55th Haze 124th year of Ascendancy at 16:13 see stats
By Zalfak the Cornac Cursed level 34
36th Haze 123rd year of Ascendancy at 11:56 see stats
By Zalfak the Cornac Cursed level 25
10th Flare 123rd year of Ascendancy at 03:04 see stats
By Zalfak the Cornac Cursed level 31
34th Dusk 123rd year of Ascendancy at 19:34 see stats
By Zalfak the Cornac Cursed level 48
2nd Pyre 125th year of Ascendancy at 21:49 see stats
By Zalfak the Cornac Cursed level 10
11st Dusk 122nd year of Ascendancy at 03:15 see stats
By Zalfak the Cornac Cursed level 33
17th Haze 123rd year of Ascendancy at 10:51 see stats
By Zalfak the Cornac Cursed level 50
35th Pyre 125th year of Ascendancy at 13:32 see stats
By Zalfak the Cornac Cursed level 21
35th Haze 122nd year of Ascendancy at 08:49 see stats
By Zalfak the Cornac Cursed level 31
3rd Haze 123rd year of Ascendancy at 17:56 see stats
By Zalfak the Cornac Cursed level 48
29th Pyre 125th year of Ascendancy at 09:56 see stats
By Zalfak the Cornac Cursed level 49
29th Pyre 125th year of Ascendancy at 16:34 see stats
By Zalfak the Cornac Cursed level 42
59th Haze 124th year of Ascendancy at 03:57 see stats
By Zalfak the Cornac Cursed level 22
45th Haze 122nd year of Ascendancy at 00:52 see stats
By Zalfak the Cornac Cursed level 45
42nd Regrowth 125th year of Ascendancy at 05:34 see stats
By Zalfak the Cornac Cursed level 10
4th Flare 122nd year of Ascendancy at 19:31 see stats
By Zalfak the Cornac Cursed level 20
23rd Haze 122nd year of Ascendancy at 10:29 see stats
By Zalfak the Cornac Cursed level 30
14th Dusk 123rd year of Ascendancy at 14:17 see stats
By Zalfak the Cornac Cursed level 40
12nd Haze 124th year of Ascendancy at 10:12 see stats
By Zalfak the Cornac Cursed level 50
31st Pyre 125th year of Ascendancy at 20:26 see stats
By Zalfak the Cornac Cursed level 47
61st Regrowth 125th year of Ascendancy at 16:44 see stats
By Zalfak the Cornac Cursed level 46
61st Regrowth 125th year of Ascendancy at 05:46 see stats
By Zalfak the Cornac Cursed level 47
76th Regrowth 125th year of Ascendancy at 05:16 see stats
By Zalfak the Cornac Cursed level 20
23rd Haze 122nd year of Ascendancy at 11:09 see stats
By Zalfak the Cornac Cursed level 30
14th Dusk 123rd year of Ascendancy at 20:30 see stats
By Zalfak the Cornac Cursed level 43
1st Regrowth 125th year of Ascendancy at 06:02 see stats
By Zalfak the Cornac Cursed level 19
2nd Haze 122nd year of Ascendancy at 08:21 see stats
By Zalfak the Cornac Cursed level 34
27th Haze 123rd year of Ascendancy at 00:39 see stats
By Zalfak the Cornac Cursed level 50
35th Pyre 125th year of Ascendancy at 13:31 see stats
By Zalfak the Cornac Cursed level 24
8th Flare 123rd year of Ascendancy at 13:18 see stats
By Zalfak the Cornac Cursed level 47
61st Regrowth 125th year of Ascendancy at 13:45 see stats
By Zalfak the Cornac Cursed level 22
75th Pyre 123rd year of Ascendancy at 17:52 see stats
By Zalfak the Cornac Cursed level 18
1st Haze 122nd year of Ascendancy at 20:06 see stats
By Zalfak the Cornac Cursed level 37
24th Pyre 124th year of Ascendancy at 20:45 see stats
By Zalfak the Cornac Cursed level 31
76th Dusk 123rd year of Ascendancy at 10:02 see stats
By Zalfak the Cornac Cursed level 23
75th Pyre 123rd year of Ascendancy at 21:54 see stats
By Zalfak the Cornac Cursed level 28
6th Dusk 123rd year of Ascendancy at 03:42 see stats
Log
Ran for 4 turns (stop reason: hostile spotted to the southwest (dúathedlen)).
Dúathedlen casts Blood Grasp.
Zalfak attunes to the damage.
Zalfak is invigorated by the attack!
Zalfak punishes Dúathedlen for casting a spell!
Dúathedlen is surrounded by antimagic forces.
Dúathedlen drains life from Zalfak!
Dúathedlen's Blood Grasp hits Zalfak for 41 blight damage.
Zalfak hits Dúathedlen for 244 mind, 21 healing (244 total damage) [21 healing].
Dúathedlen uses Darkness.
Dúathedlen starts to bleed.
Dúathedlen is on fire!
Zalfak hits Dúathedlen for 146 fire, 207 physical, 4 fire, 6 darkness, 9 mind, 8 physical, 13 mind, 7 fire (399 total damage).
Zalfak is invigorated by the attack!
Zalfak unleashes the fury of his.
Zalfak hits Dúathedlen for 32 fire, 22 light, 8 darkness, 11 mind, 6 fire (80 total damage).
Bleeding from Zalfak hits Dúathedlen for 8 physical damage.
Burning from Zalfak hits Dúathedlen for 2 fire damage.
Dúathedlen hits Zalfak for 5 darkness damage.
Dúathedlen is weakened by the gloom.
You collect a new ingredient: vial of greater demon bile.
You revel in attacking a weakened foe! (+2 hate)
Zalfak hits Dúathedlen for 129 fire, 182 physical (311 total damage).
Zalfak killed Dúathedlen!
Zalfak receives 36 healing from Unnatural Body.