Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
Addons | Ashes of Urh'Rok 1.7.3Official 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:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.3Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.3Donators/Buyers bonus! Forbidden Cults 1.7.3Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Skeleton |
Class | Temporal Warden |
Level / Exp | 50 / 2893% |
Size | medium |
Lifes / Deaths | Killed by Ivirinne the scourge drake at level 33 on the 62nd Pyre 123rd year of Ascendancy at 12:26 / 1 |
Primary Stats
Strength | 52 (base 13) |
Dexterity | 130 (base 60) |
Constitution | 50 (base 25) |
Magic | 126 (base 61) |
Willpower | 51 (base 18) |
Cunning | 80 (base 60) |
Resources
Life | 1611/1611 |
Mana | 417/553 |
Stamina | 350/350 |
Paradox | 250 |
Healing Factor | 2.5 |
Regeneration | 5.625 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +64.80425806594% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 3 |
See Stealth | 44.04519117094 |
See Invisible | 58.04519117094 |
ESP Range | 10 |
ESP Kinds | demon/major, demon/minor |
Offense: Mainhand
Damage | 370 |
Accuracy | 97 |
Crit Chance | 115% |
APR | 77 |
Speed | 1.00 |
Offense: Spell
Spellpower | 90 |
Crit Chance | 56% |
Speed | 1 |
Offense: Mind
Mindpower | 68 |
Crit Chance | 31% |
Speed | 1 |
Offense: Damage Bonus
Physical | +92% |
Acid | +31% |
Light | +37% |
Temporal | +48% |
Darkness | +53% |
Arcane | +30% |
Mind | +43% |
All | +16% |
Offense: Damage Penetration
Blight | +42% |
Arcane | +48% |
Cold | +47% |
All | +37% |
Lightning | +52% |
Light | +47% |
Temporal | +57% |
Physical | +82% |
Mind | +47% |
Darkness | +65% |
Defense: Base
Armour (hardiness) | 16 (69.687909656376%) |
Defense | 100 |
Ranged Defense | 100 |
Fatigue | 0 |
Physical Save | 41 |
Spell Save | 50 |
Mental Save | 54 |
Defense: Resistances
Darkness | + 52%( 70%) |
Light | + 45%( 70%) |
Temporal | + 49%( 70%) |
Blight | + 42%( 70%) |
Physical | + 61%( 70%) |
Nature | + 45%( 70%) |
All | + 35%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Bleed Resistance | 100% |
Confusion Resistance | 10% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Instadeath Resistance | 100% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 129 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 0 up to 7 times. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 12 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 12 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 35%, your defense is increased by 35 and all your resistances by 35%. Its effects scale with your Magic stat. |
Class Talents
Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 2/5 |
Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Chronomancy / Stasis | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Chronomancy / Temporal Combat | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 2/5 |
Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Chronomancy / Chronomancy | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Weapon Folding |
talent | Premonition |
talent | Contingency |
talent | Chant of Fortitude |
beneficial effect | The target is moving is 37% faster. 3 Celerity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed 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 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost warrior from death by Ivulaith the forest troll. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved talent Precognition (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 8 of Dreadfell. Escort: worried loremaster (level 8 of Dreadfell)As a reward you improved talent Disarm (+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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | 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 unlocked the hall of reflections. * The fortress shadow has asked that you come back as soon as possible. * 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: 4464. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. 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. | completed |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | 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 | Blindroar the pair of voratun boots (0 def, 5 armour) Blindroar the pair of voratun boots (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +10 Physical crit. chance: +9.0% Physical power: +11 (+1 eff.) Armour: +5 Fatigue: -4% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances penetration: +10% cold / +28% darkness / +11% physical Spell save: +15 (+5 eff.) Stamina each turn: +0.80 Maximum life: +53.00 Movement speed: +10% Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +17% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | Lustrebreacher (21/21, 201% power, 35 apr) Lustrebreacher (21/21, 201% power, 35 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 202% Range: 1.4x Uses stats: 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +35 Crit. chance: +41.0% Capacity: 21 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 260 physical damage On weapon crit: * Wound the target dealing 407 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Damage (Ranged): +21 acid / +59 physical / +21 light Arrows are used with bows to pierce your foes to death. |
Light source | Blazelord BlazelordInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +9 Physical crit. chance: +5.0% Physical power: +7 (+1 eff.) Changes stats: +7 Wil Changes resistances: +12% light Changes resistances penetration: +10% light / +14% all Changes damage: +9% light Critical mult.: +16.00% Physical save: +14 (+4 eff.) Light radius: +10 Healing mod.: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Mudig (3 def, 0 armour) Mudig (3 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Defense: +3 (+1 eff.) Changes stats: +1 Dex / +5 Con Changes resistances: +20% darkness / +30% physical Changes resistances penetration: +10% mind Changes damage: +15% acid / +46% physical / +12% light / +31% darkness / +12% temporal Critical mult.: +5.00% Maximum hate: +11.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
Tool | Isyrima the dwarven-steel pickaxe (dig speed 28 turns) Isyrima the dwarven-steel pickaxe (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +30 (+5 eff.) Armour penetration: +9 Physical power: +8 (+1 eff.) Defense: +20 (+4 eff.) Changes stats: +2 Str Critical mult.: +36.00% Stamina each turn: +3.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Elusenn the voratun ring Elusenn the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +33 (+6 eff.) Armour: +2 Defense: +25 (+4 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 38 Changes stats: +9 Dex / +8 Mag / +6 Cun Changes resistances: +6% darkness Changes damage: +18% mind Poison immunity: +10% Stun/Freeze immunity: +60% Spellpower: +14 (+3 eff.) Movement speed: +18% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
On fingers | Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Only die when reaching: -100.00 life 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. |
Around waist | Coaltouch the drakeskin leather belt Coaltouch the drakeskin leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+0 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce damage dealt by 31% Damage when hit (Melee): 4 cold Changes stats: +17 Mag / +12 Wil Changes resistances: +12% temporal Changes damage: +6% darkness Critical mult.: +13.00% Spell crit. chance: +12% A belt that goes around your waist. |
In main hand | dragonbone longbow 'Splendoursaw' dragonbone longbow 'Splendoursaw'Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +56 (+10 eff.) Armour penetration: +14 Physical crit. chance: +11.0% Changes stats: +15 Dex Changes resistances: +3% light Changes resistances penetration: +5% blight / +14% physical / +23% all Reduces incoming crit damage: 15.00% Longbows are used to shoot arrows at your foes. |
On hands | Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Heavy 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% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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. |
Main armor | Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+2 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical / +13% all Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+5 eff.) It can be used to activate talent Temporal Reprieve (costing 50 power out of 50/50) : Effective talent level: 1.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
Cloak | Stormvile (28 def, 0 armour) Stormvile (28 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +28 (+5 eff.) Changes stats: +3 Wil Changes resistances: +15% nature Changes resistances penetration: +15% lightning / +11% arcane Changes damage: +9% mind / +14% arcane Critical mult.: +48.00% Psi when hit: +0.16 Maximum mana: +74.00 Spellpower: +7 (+2 eff.) Spell crit. chance: +6% Mindpower: +10 (+3 eff.) Healing mod.: +21% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Limmir's Amulet of the Moon Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +12 (+1 eff.) Damage when hit (Melee): 34 darkness Changes stats: +15 Con Changes resistances: +10% blight Changes damage: +9% all Damage affinity(heal): +15% nature Grants telepathy: Demon/Major Demon/Minor Stun/Freeze immunity: +90% Life regen: +2.00 Spellpower: +16 (+4 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +80% Amulets make your neck look great! |
Inventory
Rune of Reflection (--) Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 730 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
acid wave rune of the sneak (damage 358; dur 4; cd 20) acid wave rune of the sneak (damage 358; dur 4; cd 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 357.63 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 103; cd 16) shatter afflictions rune of the warrior (absorb 103; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 103 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 212; cd 17) shatter afflictions rune of the wizard (absorb 212; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 212 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 772; dur 6; cd 14) shielding rune of the wizard (absorb 772; dur 6; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 772 damage for 6 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the titan (threshold 83; blocks 4; dur 4; cd 17) stormshield rune of the titan (threshold 83; blocks 4; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 83 up to 4 times. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the titan (threshold 61; blocks 6; dur 4; cd 13) stormshield rune of the titan (threshold 61; blocks 6; dur 4; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 61 up to 6 times. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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! |
Emelarenne the voratun amulet Emelarenne the voratun amuletPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 10 light / 15 darkness Effects when hit in melee: * 9% chance to reduce damage dealt by 31% * 13% chance to blind Changes stats: +4 Wil / +9 Mag Changes damage: +6% temporal / +18% light / +8% physical / +12% mind / +16% darkness Mana each turn: +0.36 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +38.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +5% Mindpower: +10 (+3 eff.) Mental crit. chance: +2% Amulets make your neck look great! |
Fanged Collar Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Isluth IsluthPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Physical power: +9 (+1 eff.) Armour: +6 Changes stats: +4 Mag Changes resistances: +12% lightning Changes damage: +7% darkness / +7% temporal / +7% light / +16% physical Talent mastery: +0.35 Chronomancy / Temporal Combat Physical save: +6 (+2 eff.) Teleport immunity: +20% Spellpower: +5 (+1 eff.) Spell crit. chance: +6% Combat speed: +10% Amulets make your neck look great! |
Isydanne the voratun amulet Isydanne the voratun amuletInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +5 Defense: +8 (+2 eff.) Damage when hit (Melee): 4 temporal Changes stats: +1 Cun / +6 Wil Changes resistances: +20% fire / +19% cold Changes resistances cap: +4% all Physical save: +12 (+4 eff.) Mental save: +22 (+7 eff.) Confusion immunity: +19% Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Amulets make your neck look great! |
Olulerach OlulerachInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +1 Wil Changes resistances: +17% cold / +15% mind / +17% fire Physical save: +10 (+3 eff.) Spell save: +14 (+4 eff.) Mental save: +14 (+5 eff.) Confusion immunity: +23% Mana each turn: +0.12 Maximum vim: +40.00 Amulets make your neck look great! |
The Far-Hand The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 36 power out of 36/36) : Effective talent level: 4.0 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (190). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
copper amulet 'Emyba' copper amulet 'Emyba'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +20 (+2 eff.) Armour: +6 Changes resistances: +12% mind Reduces incoming crit damage: 10.00% Spell save: +3 (+1 eff.) Confusion immunity: +22% Amulets make your neck look great! |
copper amulet of constitution (+3) copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Amulets make your neck look great! |
gold amulet 'Blazewreath' gold amulet 'Blazewreath'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Effects on melee hit: * 10 arcane resource burn Changes stats: +5 Dex Changes resistances: +3% blight / +5% arcane / +9% acid Changes damage: +6% lightning / +7% physical Physical save: +10 (+3 eff.) Spell save: +14 (+4 eff.) Mental save: +11 (+4 eff.) Combat speed: +10% Amulets make your neck look great! |
insulating steel amulet of strength (+4) insulating steel amulet of strength (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Str Changes resistances: +10% fire / +12% cold Amulets make your neck look great! |
restful copper amulet of constitution (+2) restful copper amulet of constitution (+2)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Con Life regen: +2.00 Amulets make your neck look great! |
starlit copper amulet of dexterity (+3) starlit copper amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Changes resistances: +11% light / +10% darkness Blindness immunity: +20% Amulets make your neck look great! |
steel amulet 'Armerach' steel amulet 'Armerach'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 8 arcane Changes resistances: +11% lightning Critical mult.: +20.00% Stun/Freeze immunity: +26% Vim when firing critical spell: +2.00 Spellpower: +10 (+2 eff.) See invisible: +9 Amulets make your neck look great! |
steel amulet 'Cyrildagatha' steel amulet 'Cyrildagatha'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +3 Changes stats: +4 Con Changes damage: +6% blight / +5% fire / +3% physical Critical mult.: +10.00% Physical save: +11 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +11 (+4 eff.) Maximum stamina: +10.00 Spellpower: +6 (+2 eff.) Amulets make your neck look great! |
warrior's steel amulet of cunning (+2) warrior's steel amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Cun Changes resistances: +5% physical Stamina each turn: +0.40 Amulets make your neck look great! |
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 Activation costs 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. |
Aryrek AryrekCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +18% blight / +6% acid Changes resistances penetration: +10% blight Changes damage: +6% blight Stun/Freeze immunity: +27% Life regen: +3.00 Rings make your fingers look great! |
Blindpython BlindpythonPowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+1 eff.) Effects when hit in melee: * 40% chance to reduce strength, dexterity, and constitution by 37 * 48% chance to reduce damage dealt by 31% Damage when hit (Melee): 4 light Changes stats: +6 Mag Changes resistances: +6% darkness Changes resistances penetration: +10% darkness / +5% light Changes damage: +9% light Spell save: +12 (+4 eff.) Life regen: +12.00 Maximum life: +65.00 Spellpower: +9 (+2 eff.) Mindpower: +10 (+3 eff.) Light radius: +3 Healing mod.: +17% Rings make your fingers look great! |
Dagitir the Windstriker Dagitir the WindstrikerCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +10 Defense: +12 (+2 eff.) Changes stats: +5 Str / +6 Dex / +11 Cun Changes resistances: +6% light / +3% nature Changes resistances penetration: +10% nature Changes damage: +9% nature Rings make your fingers look great! |
Duryneg the Darksear Duryneg the DarksearPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Effects on melee hit: * 20% chance to reduce damage dealt by 31% Damage (Melee): 12 light Damage (Ranged): 10 light Changes stats: +3 Str / +1 Mag Changes damage: +12% light / +3% darkness Stun/Freeze immunity: +21% Life regen: +2.00 Rings make your fingers look great! |
Hanykan HanykanInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Mag Changes resistances: +9% nature / +8% blight Changes resistances penetration: +10% arcane Changes damage: +12% acid / +6% blight Critical mult.: +20.00% Poison immunity: +15% Disease immunity: +14% Maximum mana: +80.00 Rings make your fingers look great! |
Infernofist InfernofistCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+1 eff.) Armour: +16 Defense: +16 (+3 eff.) Damage when hit (Melee): 4 fire Changes stats: +15 Str / +8 Cun / +8 Con Changes resistances: +12% fire / +9% mind / +12% cold Changes damage: +9% mind Rings make your fingers look great! |
Venomwar VenomwarCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+2 eff.) Effects on melee hit: * 20% chance to slow global speed by 67% Changes resistances penetration: +5% mind Changes damage: +15% mind / +8% all Critical mult.: +10.00% Disarm immunity: +45% Pinning immunity: +44% Stun/Freeze immunity: +44% Knockback immunity: +36% Life regen: +9.00 Hate when firing a critical mind attack: +2.00 Maximum life: +34.00 Spellpower: +17 (+4 eff.) Mindpower: +22 (+6 eff.) Rings make your fingers look great! |
Viperumbra the voratun ring Viperumbra the voratun ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+1 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 31% Damage when hit (Melee): 2 lightning Changes stats: +10 Str / +7 Wil / +8 Cun / +9 Con Changes resistances penetration: +10% nature Changes damage: +18% lightning / +9% nature Disarm immunity: +50% Pinning immunity: +45% Knockback immunity: +40% Maximum life: +41.00 Mindpower: +11 (+3 eff.) Rings make your fingers look great! |
Writhing Ring of the Hunter Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
conjurer's voratun ring of pilfering conjurer's voratun ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +11 Defense: +11 (+2 eff.) Changes stats: +6 Mag / +6 Wil Spellpower: +11 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
copper citrine ring copper citrine ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +5 (+1 eff.) Light radius: +4 Infravision radius: +4 Movement speed: +11% Activating this item is instant. It can be used to activate talent Blinding Speed, 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: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
copper ring of corrosion (+22%) copper ring of corrosion (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% acid Changes damage: +11% acid Rings make your fingers look great! |
gold quartz ring gold quartz ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 13% chance to reduce all saves and defense by 38 Damage (Melee): 16 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 38 Damage (Ranged): 7 physical Changes stats: +6 Cun Stun/Freeze immunity: +30% Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
gold quartz ring gold quartz ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Cun / +4 Mag Stun/Freeze immunity: +30% Spellpower: +10 (+2 eff.) Rings make your fingers look great! |
rogue's copper ring rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +3 Cun Rings make your fingers look great! |
savage's copper ring savage's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Con Spell save: +11 (+3 eff.) Maximum stamina: +11.00 Rings make your fingers look great! |
savage's voratun ring of perseverance savage's voratun ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Con Spell save: +15 (+5 eff.) Stun/Freeze immunity: +50% Life regen: +7.00 Maximum stamina: +24.00 Rings make your fingers look great! |
solipsist's voratun ring of life solipsist's voratun ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +7 Wil Life regen: +13.00 Maximum life: +87.00 Mindpower: +11 (+3 eff.) Healing mod.: +15% Rings make your fingers look great! |
steel ring 'Turegonik' steel ring 'Turegonik'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str / +3 Con Changes resistances: +24% lightning Changes resistances penetration: +10% temporal Changes damage: +12% lightning Physical save: +6 (+2 eff.) Mana each turn: +0.12 Spell crit. chance: +1% Rings make your fingers look great! |
stralite ring 'Gloribrenor' stralite ring 'Gloribrenor'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +12 Defense: +14 (+3 eff.) Damage when hit (Melee): 2 temporal Changes stats: +6 Mag / +5 Wil Changes resistances: +9% temporal / +34% fire Changes damage: +9% temporal / +17% fire Spellpower: +5 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
titan's steel ring of sensing titan's steel ring of sensingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+1 eff.) Blindness immunity: +20% Infravision radius: +4 See stealth: +6 See invisible: +7 Rings make your fingers look great! |
wizard's steel ring of frost (+22%) wizard's steel ring of frost (+22%)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances: +22% cold Changes damage: +11% cold Spell save: +4 (+1 eff.) Rings make your fingers look great! |
Dagger of the Past (129% power, 20 apr) Dagger of the Past (129% power, 20 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Power: 129% Range: 1.3x Uses stats: 100% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+2 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+3 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Isaminn the Fester's kiss (146% power, 9 apr) Isaminn the Fester's kiss (146% power, 9 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stats: 100% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +16 nature When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +13.0% Defense: +12 (+2 eff.) Changes stats: +2 Mag Changes resistances: +9% acid / +3% nature / +6% arcane Disarm immunity: +50% Life regen: +5.20 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 Sharp, short and deadly. |
Shantiz the Stormblade (111% power, 20 apr) Shantiz the Stormblade (111% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stats: 50% Mag, 100% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Swordbreaker (129% power, 20 apr) Swordbreaker (129% power, 20 apr)Requires: - Dexterity 10 - Cunning 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 129% Range: 1.3x Uses stats: 50% Dex, 50% Mag, 50% Cun Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+3 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+5 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Eilinubreda the dragonbone longbow Eilinubreda the dragonbone longbowRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 Damage (Ranged): +12 blight / +24 fire When wielded/worn: Accuracy: +23 (+4 eff.) Physical crit. chance: +15.0% Physical power: +21 (+3 eff.) Changes stats: +9 Str Changes damage: +9% blight / +29% fire / +9% mind Mana when firing critical spell: +2.07 Vim when firing critical spell: +2.07 Spell crit. chance: +2% Mindpower: +10 (+3 eff.) Longbows are used to shoot arrows at your foes. |
Radhudor the Smolderoblivion Radhudor the SmolderoblivionRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 5). When this weapon hits: Shoot (10% chance level 1). Damage (Ranged): +8 fire Damage (radius 1) on hit: +8 fire Damage (radius 2) on crit: +20 light When wielded/worn: Accuracy: +18 (+3 eff.) Physical crit. chance: +11.0% Damage when hit (Melee): 8 fire Changes stats: +9 Mag Changes resistances penetration: +10% light Changes damage: +20% arcane Spellpower: +20 (+4 eff.) Longbows are used to shoot arrows at your foes. |
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. Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When this weapon hits: Chain Lightning (12% chance level 3). When wielded/worn: Defense: +30 (+5 eff.) Damage (Ranged): 75 lightning Changes stats: +10 Dex / +10 Mag Changes resistances: +20% lightning Changes damage: +25% lightning Talent masteries: +0.50 Spell / Storm +0.50 Spell / Air Spellpower: +30 (+6 eff.) Spell crit. chance: +10% Movement speed: +30% Automatically fires lightning bolts every game turn at nearby enemies dealing 166 to 332 lightning damage based on Magic 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. |
Blade of Distorted Time (150% power, 40 apr) Blade of Distorted Time (150% power, 40 apr)Requires: - Magic 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 150% Range: 1.4x Uses stat: 160% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +40 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * deals 146 temporal damage and slows enemies in radius 6 of the target by 156% based on Magic Damage conversion: 20% temporal When wielded/worn: Changes damage: +30% temporal / +30% physical Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% It can be used to activate talent Blink Blade (costing 10 power out of 10/10) : Effective talent level: 5.2 Power cost: 10 out of 10/10. Range: 9 Travel Speed: instantaneous Is: a spell Description: Teleport to the target and attack with your melee weapons for 101% damage. Then teleport next to a second random enemy, attacking for 101% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
Morrigor (161% power, 12 apr) Morrigor (161% power, 12 apr)Requires: - Magic 40 Powered by arcane forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 162% Range: 1.4x Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * deal 81.90 arcane and 96.39 darkness damage (based on Magic) in a radius 1 around the target On weapon kill: * swallows the victim's soul, gaining a new power When wielded/worn: Talent granted: +1 Soul Purge Spellpower: +24 (+5 eff.) Spell crit. chance: +12% This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
voratun longsword 'Lavapain' (167% power, 6 apr) voratun longsword 'Lavapain' (167% power, 6 apr)Requires: - Magic 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 167% Range: 1.4x Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +4 temporal When wielded/worn: Physical crit. chance: +13.0% Changes resistances penetration: +25% fire Sharp, long, and deadly. |
Abyssward (168% power, 6 apr) Abyssward (168% power, 6 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 168% Range: 1.4x Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 14% chance to reduce strength, dexterity, and constitution by 37 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +15 blight When wielded/worn: Damage when hit (Melee): 8 fire Changes resistances: +6% fire / +5% arcane / +9% light Changes resistances penetration: +10% fire Changes damage: +9% mind Disease immunity: +30% Blunt and deadly. |
Delarin the voratun mace (157% power, 6 apr) Delarin the voratun mace (157% power, 6 apr)Requires: - Magic 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 158% Range: 1.4x Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 407 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Armour penetration: +10 Physical crit. chance: +38.0% Physical power: +13 (+1 eff.) Damage when hit (Melee): 4 blight Changes resistances: +9% acid Critical mult.: +29.00% Spell save: +6 (+2 eff.) Cut immunity: +21% Disarm immunity: +21% Mana when firing critical spell: +2.00 Maximum vim: +10.00 Spellpower: +5 (+1 eff.) Blunt and deadly. |
Awakened Staff of Absorption (172% power, 60 apr, arcane element) Awakened Staff of Absorption (172% power, 60 apr, arcane element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 180% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) 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 (+10 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 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." |
Emelanor the drakeskin leather belt Emelanor the drakeskin leather beltInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +13.0% Changes stats: +6 Dex / +5 Wil / +6 Cun Changes resistances: +6% mind / +12% temporal Changes damage: +6% mind / +12% temporal Mental save: +14 (+5 eff.) Maximum life: +173.00 Mental crit. chance: +14% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+0 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Blindshaper the elven-silk robe (0 def, 0 armour) Blindshaper the elven-silk robe (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Damage when hit (Melee): 2 temporal Changes resistances: +20% acid / +50% physical / +9% light / +25% temporal / +3% blight / +18% cold / +20% fire / +15% all Changes resistances penetration: +20% temporal Changes damage: +20% acid / +54% physical / +3% light / +12% blight / +25% fire / +25% temporal / +25% cold Talent cooldown: Refit Golem (-4 turns) Light radius: +2 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Camidrahek the elven-silk robe (0 def, 0 armour) Camidrahek the elven-silk robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +15 Mag / +15 Wil Changes resistances: +6% temporal / +6% nature / +15% all Changes damage: +30% arcane / +27% temporal Blindness immunity: +20% Silence immunity: +86% Spellpower on spell critical (stacks up to 3 times): +12 Hate when firing a critical mind attack: +3.00 Maximum mana: +104.00 Spellpower: +43 (+9 eff.) Spell crit. chance: +5% Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Worm Nest (0 def, 0 armour) Worm Nest (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +15 Mag Changes resistances: +13% all Reduce damage by fixed amount: +22 all Changes damage: +22% blight Spellpower: +15 (+3 eff.) Spell crit. chance: +8% Movement speed: +32% It can be used to activate talent Carrion Feet (costing 15 power out of 20/20) : Effective talent level: 3.0 Power cost: 15 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
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: Defense: +6 (+1 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Spellpower: +15 (+3 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 286 arcane damage based on magic in a radius of 3 around the user after any teleport. It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Amarand (0 def, 9 armour) Amarand (0 def, 9 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +9 Fatigue: +4% Changes stats: +3 Str / +4 Dex / +3 Mag / +2 Wil Changes resistances penetration: +10% blight Changes damage: +12% blight Silence immunity: +43% Confusion immunity: +38% Stun/Freeze immunity: +39% Infravision radius: +2 It can be used to blink to a nearby random location (rad 10) Activation puts all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Amoldil (21 def, 3 armour) Amoldil (21 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +21 (+4 eff.) Changes stats: +4 Dex / +2 Mag / +7 Con Changes resistances: +7% fire / +7% cold Infravision radius: +2 A pair of boots made of leather. |
Dagunarirek (0 def, 5 armour) Dagunarirek (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +3 Mag / +7 Wil / +5 Cun Changes resistances: +9% lightning / +2% physical / +9% nature Reduces incoming crit damage: 5.00% Physical save: +15 (+5 eff.) Spell save: +11 (+3 eff.) Mental save: +12 (+4 eff.) Vim when firing critical spell: +2.00 Spellpower: +7 (+2 eff.) Spell crit. chance: +2% It can be used to blink to a nearby random location (rad 15) Activation puts all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of drakeskin leather boots 'Unrirak' (0 def, 5 armour) pair of drakeskin leather boots 'Unrirak' (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+0 eff.) Armour: +5 Fatigue: -17% Effects on melee hit: * 10% chance to reduce armor by 47% * 20% chance to reduce strength, dexterity, and constitution by 37 Changes resistances penetration: +20% acid / +13% physical Changes damage: +9% blight Maximum encumbrance: +75 Physical save: +27 (+9 eff.) A pair of boots made of leather. |
Heatnigh (0 def, 5 armour) Heatnigh (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +4 Physical crit. chance: +6.0% Armour: +5 Fatigue: +5% Changes stats: +13 Dex / +3 Cun / +13 Lck Changes resistances: +9% blight / +24% fire Changes damage: +6% fire Spell crit. chance: +8% Mental crit. chance: +7% A cap made of leather. |
Loriruilen the voratun helm (0 def, 5 armour) Loriruilen the voratun helm (0 def, 5 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 10 mind Changes damage: +12% blight Critical mult.: +20.00% Spell save: +12 (+4 eff.) Mana each turn: +0.08 Stamina when hit: +3.00 Equilibrium when hit: +3.00 Psi when hit: +0.16 Maximum mana: +80.00 Spellpower: +20 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. 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 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Corruptionsear the quiver of dragonbone arrows (24/24, 194% power, 18 apr) Corruptionsear the quiver of dragonbone arrows (24/24, 194% power, 18 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 194% Range: 1.4x Uses stats: 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +35 Armour Penetration: +18 Crit. chance: +17.0% Capacity: 24 On weapon hit: * 20% chance to reduce damage dealt by 31% On weapon crit: * Wound the target dealing 407 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +20 nature / +8 darkness Damage (radius 1) on hit: +16 nature Arrows are used with bows to pierce your foes to death. |
Glorerin (21/52, 194% power, 33 apr) Glorerin (21/52, 194% power, 33 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 194% Range: 1.4x Uses stats: 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +27 Armour Penetration: +33 Crit. chance: +24.0% Capacity: 52 On weapon crit: * Wound the target dealing 407 physical damage across 5 turns and reducing healing by 50% Damage Shield penetration (this weapon only): +30% Damage (Ranged): +12 mind / +16 blight Damage (radius 1) on hit: +8 mind Damage (radius 2) on crit: +8 mind Arrows are used with bows to pierce your foes to death. |
Furnacewilter (dig speed 7 turns) Furnacewilter (dig speed 7 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour: +4 Defense: +7 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 47% * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Str Changes resistances: +12% darkness / +9% physical Changes resistances penetration: +20% temporal Changes damage: +6% acid / +3% fire / +3% temporal Damage affinity(heal): +15% darkness Infravision radius: +11 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "Of Knowledge And Horrors" Forbidden Tome: "Of Knowledge And Horrors"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+1 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+3 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 50.77 cold damage and 84.03 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Xitira XitiraPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +17 Armour: +4 Damage when hit (Melee): 20 fire / 6 physical Changes stats: +5 Dex / +6 Con Changes resistances: +11% blight / +9% fire / +13% darkness Changes resistances penetration: +14% all Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Light radius: +7 Infravision radius: +5 See invisible: +15 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, 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: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 31 blight damage or heals 40 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
alchemist's lamp 'Emeluvea' alchemist's lamp 'Emeluvea'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +25 (+4 eff.) Damage when hit (Melee): 6 blight Changes resistances: +6% physical / +9% cold Changes resistances penetration: +20% blight Reduces incoming crit damage: 15.00% Maximum mana: +60.00 Light radius: +8 Damage Shield penetration: +30% A normal brass lantern, enhanced by alchemy to make it brighter. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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 Activation costs 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 Activation costs 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 Activation costs 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 Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
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. |
2 bloodstone 2 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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
Chamydorain [power 206] (15 cooldown) Chamydorain [power 206] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Physical power: +30 (+4 eff.) Changes stats: +5 Str / +5 Con Spellpower on spell critical (stacks up to 3 times): +10 Maximum stamina: +30.00 Spellpower: +20 (+4 eff.) It can be used to heal yourself and all friendly characters within 10 spaces for 206 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
Emudata the dragonbone totem of healing [power 560] (15 cooldown) Emudata the dragonbone totem of healing [power 560] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to reduce strength, dexterity, and constitution by 37 Changes resistances: +18% cold Changes damage: +31% mind Disease immunity: +21% Disarm immunity: +21% Teleport immunity: +21% Mental crit. chance: +7% It can be used to heal yourself and all friendly characters within 10 spaces for 560 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
Smeartaint [power 260] (15 cooldown) Smeartaint [power 260] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Armour: +4 Effects on melee hit: * 10% chance to slow global speed by 67% Changes resistances: +12% lightning / +4% physical Reduces incoming crit damage: 10.00% Spell save: +6 (+2 eff.) It can be used to heal yourself and all friendly characters within 10 spaces for 260 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
Torchcutter [power 416] (15 cooldown) Torchcutter [power 416] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 38 Changes resistances: +18% blight / +9% cold / +15% mind / +15% light Changes damage: +6% fire It can be used to heal yourself and all friendly characters within 10 spaces for 416 Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 3 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
dragonbone wand of conjuration 'Runohir' [power 475] (15 cooldown) dragonbone wand of conjuration 'Runohir' [power 475] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Defense: +20 (+4 eff.) Changes resistances: +15% nature Spell save: +6 (+2 eff.) Mental save: +9 (+3 eff.) Cut immunity: +20% Stun/Freeze immunity: +20% Only die when reaching: -60.00 life Healing mod.: +10% It can be used to fire a magical bolt dealing 551 fire damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold 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 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By SkeletonTW the Skeleton Temporal Warden level 31
29th Pyre 123rd year of Ascendancy at 05:23 see stats
By SkeletonTW the Skeleton Temporal Warden level 38
7th Flare 123rd year of Ascendancy at 07:52 see stats
By SkeletonTW the Skeleton Temporal Warden level 50
44th Dusk 124th year of Ascendancy at 18:55 see stats
By SkeletonTW the Skeleton Temporal Warden level 38
10th Mirth 123rd year of Ascendancy at 02:16 see stats
By SkeletonTW the Skeleton Temporal Warden level 33
56th Pyre 123rd year of Ascendancy at 02:35 see stats
By SkeletonTW the Skeleton Temporal Warden level 50
61st Pyre 124th year of Ascendancy at 15:33 see stats
By SkeletonTW the Skeleton Temporal Warden level 42
64th Dusk 123rd year of Ascendancy at 06:22 see stats
By SkeletonTW the Skeleton Temporal Warden level 49
72nd Regrowth 124th year of Ascendancy at 00:33 see stats
By SkeletonTW the Skeleton Temporal Warden level 41
59th Dusk 123rd year of Ascendancy at 18:12 see stats
By SkeletonTW the Skeleton Temporal Warden level 7
25th Dusk 122nd year of Ascendancy at 20:59 see stats
By SkeletonTW the Skeleton Temporal Warden level 50
42nd Dusk 124th year of Ascendancy at 00:58 see stats
By SkeletonTW the Skeleton Temporal Warden level 50
54th Pyre 124th year of Ascendancy at 08:10 see stats
By SkeletonTW the Skeleton Temporal Warden level 40
56th Dusk 123rd year of Ascendancy at 15:11 see stats
By SkeletonTW the Skeleton Temporal Warden level 33
56th Pyre 123rd year of Ascendancy at 06:45 see stats
By SkeletonTW the Skeleton Temporal Warden level 29
54th Regrowth 123rd year of Ascendancy at 13:17 see stats
By SkeletonTW the Skeleton Temporal Warden level 50
7th Decay 124th year of Ascendancy at 23:44 see stats
By SkeletonTW the Skeleton Temporal Warden level 21
25th Regrowth 123rd year of Ascendancy at 04:24 see stats
By SkeletonTW the Skeleton Temporal Warden level 30
62nd Regrowth 123rd year of Ascendancy at 10:49 see stats
By SkeletonTW the Skeleton Temporal Warden level 50
4th Pyre 124th year of Ascendancy at 01:11 see stats
By SkeletonTW the Skeleton Temporal Warden level 50
38th Haze 124th year of Ascendancy at 16:56 see stats
By SkeletonTW the Skeleton Temporal Warden level 50
54th Pyre 124th year of Ascendancy at 16:49 see stats
By SkeletonTW the Skeleton Temporal Warden level 50
79th Pyre 124th year of Ascendancy at 10:12 see stats
By SkeletonTW the Skeleton Temporal Warden level 24
30th Regrowth 123rd year of Ascendancy at 11:16 see stats
By SkeletonTW the Skeleton Temporal Warden level 44
64th Dusk 123rd year of Ascendancy at 09:50 see stats
By SkeletonTW the Skeleton Temporal Warden level 28
53rd Regrowth 123rd year of Ascendancy at 23:26 see stats
By SkeletonTW the Skeleton Temporal Warden level 10
47th Dusk 122nd year of Ascendancy at 05:08 see stats
By SkeletonTW the Skeleton Temporal Warden level 20
9th Decay 122nd year of Ascendancy at 13:09 see stats
By SkeletonTW the Skeleton Temporal Warden level 30
61st Regrowth 123rd year of Ascendancy at 09:02 see stats
By SkeletonTW the Skeleton Temporal Warden level 40
30th Dusk 123rd year of Ascendancy at 17:33 see stats
By SkeletonTW the Skeleton Temporal Warden level 50
78th Regrowth 124th year of Ascendancy at 22:03 see stats
By SkeletonTW the Skeleton Temporal Warden level 50
37th Haze 124th year of Ascendancy at 12:25 see stats
By SkeletonTW the Skeleton Temporal Warden level 28
53rd Regrowth 123rd year of Ascendancy at 23:26 see stats
By SkeletonTW the Skeleton Temporal Warden level 19
7th Decay 122nd year of Ascendancy at 01:14 see stats
By SkeletonTW the Skeleton Temporal Warden level 50
39th Dusk 124th year of Ascendancy at 02:47 see stats
By SkeletonTW the Skeleton Temporal Warden level 41
56th Dusk 123rd year of Ascendancy at 20:04 see stats
By SkeletonTW the Skeleton Temporal Warden level 27
52nd Regrowth 123rd year of Ascendancy at 07:30 see stats
By SkeletonTW the Skeleton Temporal Warden level 41
56th Dusk 123rd year of Ascendancy at 17:43 see stats
By SkeletonTW the Skeleton Temporal Warden level 50
7th Decay 124th year of Ascendancy at 23:43 see stats
By SkeletonTW the Skeleton Temporal Warden level 7
43rd Dusk 122nd year of Ascendancy at 08:07 see stats
By SkeletonTW the Skeleton Temporal Warden level 50
37th Haze 124th year of Ascendancy at 09:19 see stats
By SkeletonTW the Skeleton Temporal Warden level 19
9th Decay 122nd year of Ascendancy at 13:09 see stats
By SkeletonTW the Skeleton Temporal Warden level 50
7th Decay 124th year of Ascendancy at 23:44 see stats
By SkeletonTW the Skeleton Temporal Warden level 47
5th Decay 123rd year of Ascendancy at 03:22 see stats
By SkeletonTW the Skeleton Temporal Warden level 14
19th Haze 122nd year of Ascendancy at 13:33 see stats
By SkeletonTW the Skeleton Temporal Warden level 44
5th Haze 123rd year of Ascendancy at 03:41 see stats
By SkeletonTW the Skeleton Temporal Warden level 21
26th Regrowth 123rd year of Ascendancy at 10:20 see stats
By SkeletonTW the Skeleton Temporal Warden level 14
14th Haze 122nd year of Ascendancy at 01:54 see stats
By SkeletonTW the Skeleton Temporal Warden level 33
62nd Pyre 123rd year of Ascendancy at 12:27 see stats
By SkeletonTW the Skeleton Temporal Warden level 37
9th Mirth 123rd year of Ascendancy at 09:47 see stats
By SkeletonTW the Skeleton Temporal Warden level 49
78th Regrowth 124th year of Ascendancy at 09:06 see stats
Log
You gain 19.73 gold from the transmogrification of enlightening drakeskin leather armour of the wind (35 def, 8 armour).
You gain 9.16 gold from the transmogrification of starseer's elven-silk wizard hat of arcana (3 def, 0 armour).
You gain 5.74 gold from the transmogrification of starseer's elven-silk wizard hat (3 def, 0 armour).
You gain 4.70 gold from the transmogrification of bladed voratun helm of constitution (+11) (0 def, 5 armour).
You gain 16.64 gold from the transmogrification of pair of voratun boots of void walking (0 def, 5 armour).
You gain 4.85 gold from the transmogrification of pair of voratun boots of strife (0 def, 5 armour).
You gain 18.26 gold from the transmogrification of sunsealed elven-silk robe of alchemy (8 def, 8 armour).
You gain 11.52 gold from the transmogrification of stormwoven elven-silk robe of frost (+15%) (0 def, 0 armour).
You gain 8.04 gold from the transmogrification of skylord's drakeskin leather belt.
You gain 7.38 gold from the transmogrification of noble's drakeskin leather belt of dampening.
You gain 11.27 gold from the transmogrification of stormbringer's voratun waraxe (151% power, 6 apr).
You gain 7.32 gold from the transmogrification of plaguebringer's voratun waraxe of massacre (167% power, 6 apr).
You gain 25.00 gold from the transmogrification of Mucusbutcher (151% power, 6 apr).
You gain 12.97 gold from the transmogrification of magewarrior's short dragonbone vilestaff of greater warding (136% power, 6 apr, fire element).
You gain 13.92 gold from the transmogrification of infernal dragonbone vilestaff of breaching (136% power, 6 apr, blight element).
You gain 13.69 gold from the transmogrification of infernal dragonbone magestaff of breaching (136% power, 6 apr, lightning element).
You gain 19.75 gold from the transmogrification of bloodlich's dragonbone vilestaff of breaching (136% power, 6 apr, fire element).
You gain 12.26 gold from the transmogrification of living mindstar of storms (117% power, 40 apr, mind damage).
You gain 12.85 gold from the transmogrification of plaguebringer's voratun mace of evisceration (154% power, 6 apr).
You gain 9.88 gold from the transmogrification of caustic voratun longsword of massacre (165% power, 6 apr).
You gain 11.26 gold from the transmogrification of warbringer's voratun greatsword of massacre (196% power, 4 apr).
You gain 5.67 gold from the transmogrification of voratun dagger of shearing (148% power, 9 apr).
You gain 8.57 gold from the transmogrification of acidic voratun battleaxe of evisceration (172% power, 4 apr).
You gain 1.00 gold from the transmogrification of wild infusion (res 24%; magical; dur 4; cd 10).
You gain 2.04 gold from the transmogrification of movement infusion of the wizard (speed 1190%; cd 15).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
Saving game...
Saving done.