Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.0 |
Addons | Items Vault 1.3.0Donators/Buyers bonus! Hurried Halfling 1.2.5This adds the Hurried Halfling race, as discussed here and here.
Gray's Illusions 1.2.4Alright, so this is two parts. A new zone, and a new class that you unlock by finishing said zone. Illusory Wood Trickster Feel free to offer suggestions/feedback/whatever. More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Commando class 1.2.5Adds the Commando warrior class to ToME. Uses a combination of archery, grappling, and stealth techniques. A lifetime of training in archery, hand-to-hand combat, and stealth Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned ZOmnibus Addon Pack 1.3.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Spellsword 1.3.0This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Shalore |
Class | Temporal Warden |
Level / Exp | 50 / 1030% |
Size | medium |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 33 (base 22) |
Dexterity | 92 (base 60) |
Constitution | 67 (base 60) |
Magic | 90 (base 60) |
Willpower | 66 (base 34) |
Cunning | 55 (base 8) |
Resources
Mana | 644/644 |
Equilibrium | 20 |
Life | 1374/1374 |
Positive | 0/197 |
Paradox | 315 |
Healing Factor | 1.3 |
Regeneration | 10.985 |
Speed
Mental | 0% |
Attack | -7.0055072853847E-12% |
Movement | +115.21478357189% |
Spell | +14.99999999999% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 11 |
See Stealth | 71.576693412101 |
See Invisible | 95.576693412101 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 214 |
Accuracy | 77 |
Crit Chance | 50% |
APR | 88 |
Speed | 0.70 |
Offense: Spell
Spellpower | 65.5 |
Crit Chance | 32% |
Speed | 0.86956521739138 |
Offense: Mind
Mindpower | 45.4 |
Crit Chance | 42% |
Speed | 1.0000000000001 |
Offense: Damage Bonus
All | +7% |
Defense: Base
Armour (hardiness) | 41 (30%) |
Defense | 62.319173353025 |
Ranged Defense | 65.069173353025 |
Fatigue | 0 |
Physical Save | 40.25 |
Spell Save | 40.116666666667 |
Mental Save | 41.7 |
Defense: Resistances
All | + 22%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 15% |
Silence Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 36% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 10% for 6 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 550 damage for 5 turns. The effect will scale with your magic stat. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 569 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 124 with a minimum range of 15. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 702% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Bow Threading | 1.40 |
| 4/5 |
| 3/5 |
| 4/5 |
| 3/5 |
Chronomancy / Speed Control | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.30 |
| 4/5 |
| 4/5 |
| 3/5 |
| 4/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.10 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Elemental Harmony |
talent | Premonition |
talent | Weapon Folding |
talent | Secrets of the Eternals |
beneficial effect | The target is moving is 105% 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 feel drawn to the Echoing Cliffs, where strange lights are seen and people go missing. Echoes of the SpellblazeYou have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. There are also rumours of a regenade Shaloren camp to the west. * You have explored the echoing cliffs and destroyed the Huge Dull Crystals. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted Betigamina, lost trickster to the recall portal. Escort: Trickster (level 4 of Illusory Woods)You defeated The Hidden One! | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | 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 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 8 of Dreadfell. Escort: lost anorithil (level 8 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved talent Foresight (+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 |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 588. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of the savior. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You 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 within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | invigorating pair of drakeskin leather boots of uncanny dodging (7 def, 5 armour) invigorating pair of drakeskin leather boots of uncanny dodging (7 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +7 (+2 eff.) Ranged Defense: +7 (+2 eff.) Fatigue: -3% Stamina each turn: +0.40 Maximum life: +46.00 Movement speed: +10% A pair of boots made of leather. Press to compare |
Quiver | sentry's quiver of dragonbone arrows of crippling (48/48, 66-92.4 power, 30 apr) sentry's quiver of dragonbone arrows of crippling (48/48, 66-92.4 power, 30 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 66.0 - 92.4 Uses stats: 70% Dex, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Physical crit. chance: +15.0% Capacity: 48 Turns elapse between self-loadings: 3 On weapon crit: * cripple the target Arrows are used with bows to pierce your foes to death. Press to compare |
Light source | Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. Press to compare |
On head | Un'fezan's Cap (1 def, 0 armour) Un'fezan's Cap (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+2 eff.) Mindpower: +8 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 15 power out of 15/15) : Effective talent level: 1.3 Power cost: 15 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 4 accuracy). The wormholes will last 6 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. Press to compare |
Tool | Shard of Crystalized Time Shard of Crystalized TimePowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +4 Wil / +2 Con Changes damage: +7% temporal Reduces paradox anomalies(equivalent to willpower): +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. Press to compare |
On fingers | Beleminor the stralite ring Beleminor the stralite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn Changes resistances: +3% lightning Blindness immunity: +36% Confusion immunity: +15% Stun/Freeze immunity: +30% Infravision radius: +5 See stealth: +17 See invisible: +21 Rings can have magical properties. Press to compare |
On fingers | conjurer's stralite ring of pilfering conjurer's stralite ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +14 Defense: +8 (+2 eff.) Changes stats: +6 Mag / +6 Wil Spellpower: +7 (+2 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 away 4 grids from your target. Rings can have magical properties. Press to compare |
Around waist | drakeskin leather belt 'Adoratta' drakeskin leather belt 'Adoratta'Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Armour: +4 Defense: +23 (+6 eff.) Ranged Defense: +4 (+1 eff.) Changes stats: +6 Dex / +1 Wil / +8 Cun Changes resistances: +6% darkness / +4% physical Stealth bonus: +15 Mental save: +17 (+6 eff.) Maximum life: +57.00 Spellpower: +12 (+3 eff.) Mental crit. chance: +13% A belt that goes around your waist. Press to compare |
In main hand | Epoch's Curve Epoch's CurveRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +8 When wielded/worn: Damage (Ranged): 15 temporal Changes stats: +5 Dex / +4 Mag Changes damage: +10% temporal Talent mastery: +0.10 Chronomancy / Bow Threading Life regen: +2.00 Epoch's Curve has served the Wardens for generations and was passed from Warden to Warden for many years before being lost. According to legend it was made from the first ash sapling to sprout after the Spellblaze and carries powers of both time and renewal. Press to compare |
On hands | WellsLamont (0 def, 3 armour) WellsLamont (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +15 Physical crit. chance: +1.0% Armour: +3 Fatigue: -2% Damage (Melee): 20 temporal Damage (Ranged): 18 temporal Changes stats: +2 Str / +9 Dex / +6 Cun Changes resistances: +14% temporal Changes damage: +11% temporal Physical save: +20 (+7 eff.) Life regen: +4.00 Stamina each turn: +2.00 Mana each turn: +0.40 Maximum mana: +40.00 Maximum stamina: +27.00 Spellpower: +16 (+4 eff.) Spell crit. chance: +8% It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 8 Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
Main armor | The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+4 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. Press to compare |
Cloak | Samureruineg the Blazestrider (3 def, 13 armour) Samureruineg the Blazestrider (3 def, 13 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +12 Armour: +13 Defense: +3 (+1 eff.) Damage when hit (Melee): 23 lightning / 12 fire Changes stats: +5 Cun / +6 Wil Changes resistances: +17% blight / +30% cold / +20% nature Changes resistances penetration: +5% lightning / +5% fire Changes damage: +3% acid / +6% fire Critical mult.: +30.00% Stealth bonus: +15 Life regen: +2.20 Mental crit. chance: +8% Healing mod.: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Around neck | Vox VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. Press to compare |
Inventory
This item will automatically be transmogrified when you leave the level. insidious poison infusion (24 nature damage, 61% healing reduction)insidious poison infusion (24 nature damage, 61% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 23.69 nature damage per turn for 7 turns, and reducing the target's healing received by 61%. The sudden stream of natural forces also strips you of one random detrimental magical effect. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. heroism infusion (+8 for 11 turns, die at -419)heroism infusion (+8 for 11 turns, die at -419) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 11 turns. While Heroism is active, you will only die when reaching -419 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. manasurge rune of the psychic (1474% regen over 10 turns; 74 instant mana)manasurge rune of the psychic (1474% regen over 10 turns; 74 instant mana) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1474% over 10 turns and instantly restoring 74 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. biting gale rune (59 cold damage; 22 apply power)biting gale rune (59 cold damage; 22 apply power) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 58.85 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 22. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
stralite amulet stralite amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 4 Amulets can have magical properties. Press to compare |
This item will automatically be transmogrified when you leave the level. enraging voratun amulet of dexterity (+9)enraging voratun amulet of dexterity (+9) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +9 Dex Changes damage: +9% physical Combat speed: +10% Amulets can have magical properties. Press to compare |
This item will automatically be transmogrified when you leave the level. serendipitous voratun amulet of visionserendipitous voratun amulet of vision Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +17 (+3 eff.) Defense: +15 (+4 eff.) Changes stats: +16 Lck Blindness immunity: +22% Infravision radius: +6 Sight radius: +2 See invisible: +13 Reduce all damage from unseen attackers: 17% Amulets can have magical properties. Press to compare |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
This item will automatically be transmogrified when you leave the level. Ring of the War MasterRing of the War Master Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+3 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Archery excellence +0.30 Technique / Archery prowess +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Grappling +0.30 Technique / Thuggery +0.30 Technique / Shield defense +0.30 Technique / Two-handed weapons +0.30 Technique / Combat veteran +0.30 Technique / Superiority +0.30 Technique / Combat training +0.30 Technique / Two-handed assault +0.30 Technique / Combat techniques +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Unarmed training +0.30 Technique / Pugilism +0.30 Technique / Shield offense +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. Press to compare |
shimmering elm magestaff of channeling (10-12 power, 2 apr, fire element) shimmering elm magestaff of channeling (10-12 power, 2 apr, fire element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% fire Talent granted: +1 Command Staff Mana each turn: +0.24 Maximum mana: +33.00 Spellpower: +11 (+3 eff.) Spell crit. chance: +1% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. Press to compare |
This item will automatically be transmogrified when you leave the level. ethereal dragonbone magestaff (30-36 power, 6 apr, arcane element)ethereal dragonbone magestaff (30-36 power, 6 apr, arcane element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +21 (+5 eff.) Damage (Melee): 9 % chance of confusion Changes damage: +30% arcane Talent granted: +1 Command Staff Spellpower: +21 (+5 eff.) Spell crit. chance: +5% Damage Shield penetration: +43% Staves designed for wielders of magic, by the greats of the art. Press to compare |
This item will automatically be transmogrified when you leave the level. infernal dragonbone vilestaff of protection (30-36 power, 6 apr, fire element)infernal dragonbone vilestaff of protection (30-36 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 22 fire Changes resistances: +15% fire Changes damage: +30% fire Talent granted: +1 Command Staff Critical mult.: +39.00% Spellpower: +23 (+6 eff.) Spell crit. chance: +5% See invisible: +16 Staves designed for wielders of magic, by the greats of the art. Press to compare |
This item will automatically be transmogrified when you leave the level. short dragonbone vilestaff (30-36 power, 6 apr, darkness element)short dragonbone vilestaff (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% darkness Talent granted: +1 Command Staff Spellpower: +15 (+4 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. Press to compare |
Awakened Staff of Absorption (60-72 power, 60 apr, physical element) Awakened Staff of Absorption (60-72 power, 60 apr, physical element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 180% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+12 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." Press to compare |
This item will automatically be transmogrified when you leave the level. Voratun Hammer of the Deep Bellow (82-123 power, 7 apr)Voratun Hammer of the Deep Bellow (82-123 power, 7 apr) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 82.0 - 123.0 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Physical crit. chance: +4.0% Attack speed: 100% When this weapon hits: Flameshock (10% chance level 3). Damage (Melee): +30 fire When wielded/worn: Changes damage: +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. Press to compare |
This item will automatically be transmogrified when you leave the level. thunderous voratun greatmaul of evisceration (68-102 power, 4 apr)thunderous voratun greatmaul of evisceration (68-102 power, 4 apr) Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.0 - 102.0 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to daze On weapon crit: * wounds the target reducing their healing When wielded/worn: Physical crit. chance: +19.0% Physical power: +13 (+4 eff.) Changes stats: +5 Str / +5 Dex / +6 Mag / +5 Wil / +5 Cun / +6 Con Changes resistances penetration: +16% lightning Massive two-handed mauls. Press to compare |
This item will automatically be transmogrified when you leave the level. voratun greatmaul 'Serpentbliss' (64.5-96.75 power, 4 apr)voratun greatmaul 'Serpentbliss' (64.5-96.75 power, 4 apr) Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 64.5 - 96.8 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 31% chance to corrode armour * 25% chance for lightning to arc to a second target Damage (Melee): +17 lightning When wielded/worn: Accuracy: +12 (+2 eff.) Defense: +16 (+4 eff.) Effects on melee hit: * Slows global speed by 40% Damage when hit (Melee): 12 nature Changes resistances: +6% lightning Changes resistances penetration: +14% acid Disarm immunity: +43% Life regen: +2.00 Equilibrium when hit: +0.04 Maximum hate: +2.00 Mindpower: +4 (+1 eff.) Massive two-handed mauls. Press to compare |
This item will automatically be transmogrified when you leave the level. voratun greatmaul of the leech (69.5-104.25 power, 4 apr)voratun greatmaul of the leech (69.5-104.25 power, 4 apr) Requires: - Magic 48 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 69.5 - 104.2 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 26% * leeches stamina from the target When wielded/worn: Damage when hit (Melee): 17 nature slow Massive two-handed mauls. Press to compare |
This item will automatically be transmogrified when you leave the level. voratun greatmaul of torment (67.5-101.25 power, 4 apr)voratun greatmaul of torment (67.5-101.25 power, 4 apr) Requires: - Magic 48 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 67.5 - 101.2 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target When wielded/worn: Changes resistances penetration: +17% mind / +19% darkness Massive two-handed mauls. Press to compare |
This item will automatically be transmogrified when you leave the level. voratun greatsword of crippling (63.5-101.6 power, 4 apr)voratun greatsword of crippling (63.5-101.6 power, 4 apr) Requires: - Magic 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.5 - 101.6 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +13.0% Massive two-handed swords. Press to compare |
This item will automatically be transmogrified when you leave the level. blazebringer's orichalcum trident of torment (56-89.6 power, 16 apr)blazebringer's orichalcum trident of torment (56-89.6 power, 16 apr) Requires: - Magic 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 56.0 - 89.6 Uses stat: 170% Mag Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target Burst (radius 2) on crit: +26 fire When wielded/worn: Changes resistances penetration: +17% fire / +19% mind / +17% darkness Global speed: +6% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. Press to compare |
This item will automatically be transmogrified when you leave the level. caustic orichalcum trident of evisceration (54.5-87.2 power, 16 apr)caustic orichalcum trident of evisceration (54.5-87.2 power, 16 apr) Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 54.5 - 87.2 Uses stat: 170% Mag Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 35% chance to corrode armour On weapon crit: * wounds the target reducing their healing When wielded/worn: Physical crit. chance: +17.0% Physical power: +16 (+5 eff.) Changes resistances penetration: +17% acid Life regen: +4.00 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. Press to compare |
This item will automatically be transmogrified when you leave the level. plaguebringer's orichalcum trident of daylight (55-88 power, 16 apr)plaguebringer's orichalcum trident of daylight (55-88 power, 16 apr) Requires: - Magic 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 55.0 - 88.0 Uses stat: 170% Mag Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 19% chance to disease Damage (Melee): +23 blight / +19 light Damage against: +35% Undead When wielded/worn: Disease immunity: +41% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. Press to compare |
This item will automatically be transmogrified when you leave the level. thought-forged orichalcum trident of nature (51.5-82.4 power, 16 apr)thought-forged orichalcum trident of nature (51.5-82.4 power, 16 apr) Requires: - Magic 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 51.5 - 82.4 Uses stat: 170% Mag Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc This weapon will act as a psionic focus. Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 49% chance to cause random gloom Damage (Melee): +23 mind When wielded/worn: Changes stats: +10 Cun / +9 Wil Changes resistances: +7% all Changes resistances penetration: +14% nature A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. Press to compare |
This item will automatically be transmogrified when you leave the level. voratun longsword of vileness (43-60.2 power, 6 apr)voratun longsword of vileness (43-60.2 power, 6 apr) Requires: - Magic 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 22% chance to disease Damage (Melee): +25 blight Sharp, long, and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. plaguebringer's voratun mace of crippling (46-64.4 power, 6 apr)plaguebringer's voratun mace of crippling (46-64.4 power, 6 apr) Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 14% chance to disease On weapon crit: * cripple the target Damage (Melee): +16 blight When wielded/worn: Physical crit. chance: +15.0% Disease immunity: +35% Blunt and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. caustic voratun waraxe of paradox (41.5-58.1 power, 6 apr)caustic voratun waraxe of paradox (41.5-58.1 power, 6 apr) Requires: - Magic 48 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.5 - 58.1 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 35% chance to corrode armour Damage (Melee): +12 temporal When wielded/worn: Damage when hit (Melee): 12 temporal Changes resistances: +20% temporal Changes resistances penetration: +14% acid Life regen: +2.30 One-handed war axes. Press to compare |
This item will automatically be transmogrified when you leave the level. elemental voratun dagger (38.5-50.05 power, 9 apr)elemental voratun dagger (38.5-50.05 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 45% Dex, 95% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances penetration: +14% acid / +11% fire / +11% lightning / +12% cold Sharp, short and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. quick voratun dagger of purging (37-48.1 power, 9 apr)quick voratun dagger of purging (37-48.1 power, 9 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 45% Dex, 95% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 111% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +16 nature When wielded/worn: Accuracy: +11 (+2 eff.) Changes stats: +4 Dex Sharp, short and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. living mindstar of resolve (17-18.7 power, 40 apr, nature damage)living mindstar of resolve (17-18.7 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Wil Physical save: +9 (+3 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
This item will automatically be transmogrified when you leave the level. resonating living mindstar of sand (17-18.7 power, 40 apr, nature damage)resonating living mindstar of sand (17-18.7 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural sand should be returned to the wyrm. This mindstar will resonate with other psionic mindstars. Base power: 17.0 - 18.7 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 20 physical Changes resistances: +6% mind / +11% physical Changes resistances penetration: +10% mind / +15% physical Changes damage: +7% mind / +20% physical Psi when hit: +1.60 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Damage Resonance (when hit): +15% It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 19 of target armor and 9% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
This item will automatically be transmogrified when you leave the level. steady drakeskin leather sling of recursionsteady drakeskin leather sling of recursion Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Accuracy: +12 (+2 eff.) Talent cooldown: Steady Shot (-1 turn) Slings are used to hurl stones or metal shots at your foes. Press to compare |
plaguebringer's quiver of dragonbone arrows of annihilation (21/21, 64.5-90.3 power, 25 apr) plaguebringer's quiver of dragonbone arrows of annihilation (21/21, 64.5-90.3 power, 25 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 64.5 - 90.3 Uses stats: 70% Dex, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +10.0% Capacity: 21 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 11% chance to disease Travel speed: +200% Damage (Ranged): +11 blight Arrows are used with bows to pierce your foes to death. Press to compare |
This item will automatically be transmogrified when you leave the level. tormentor's elven-silk robe (5 def, 0 armour)tormentor's elven-silk robe (5 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +6 Cun Critical mult.: +16.00% Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
This item will automatically be transmogrified when you leave the level. verdant elven-silk robe of life (5 def, 0 armour)verdant elven-silk robe of life (5 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +7 Con Changes resistances: +16% blight Changes damage: +16% nature Poison immunity: +50% Disease immunity: +50% Life regen: +3.00 Maximum life: +87.00 Healing mod.: +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
This item will automatically be transmogrified when you leave the level. miasmic drakeskin leather armour (5 def, 8 armour)miasmic drakeskin leather armour (5 def, 8 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +16 Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Damage (Melee): 8 acid Damage (Ranged): 8 acid Changes resistances: +22% acid / +19% nature A suit of armour made of leather. Press to compare |
This item will automatically be transmogrified when you leave the level. Cuirass of the Dark Lord (0 def, 30 armour)Cuirass of the Dark Lord (0 def, 30 armour) Requires: - Strength 52 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +30 Fatigue: +25% Damage when hit (Melee): 30 physical Changes stats: +10 Str / +10 Con Changes resistances: +20% physical Physical save: +15 (+5 eff.) Life regen: +0.00 Blood Charges: 0 It can be used to drain blood from all creatures within 5 spaces, causing them to bleed for 120 physical damage over 4 turns. For each creature drained (up to 10), the armor's stats increase, but decrease back to normal over 10 turns, costing 25 power out of 25/25. Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only the plate remained, dying to finally taste fresh blood again. Press to compare |
This item will automatically be transmogrified when you leave the level. enlightening voratun plate armour of thunder (9 def, 16 armour)enlightening voratun plate armour of thunder (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Physical power: +22 (+7 eff.) Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Changes stats: +9 Str / +6 Mag / +16 Wil / +7 Cun Changes resistances: +18% lightning Mental save: +22 (+7 eff.) Spellpower: +15 (+4 eff.) Spell crit. chance: +8% Mindpower: +18 (+6 eff.) Mental crit. chance: +6% A suit of armour made of metal plates. Press to compare |
This item will automatically be transmogrified when you leave the level. prismatic voratun plate armour of spell shielding (9 def, 16 armour)prismatic voratun plate armour of spell shielding (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Changes resistances: +19% light / +19% darkness / +9% arcane Spell save: +21 (+7 eff.) A suit of armour made of metal plates. Press to compare |
This item will automatically be transmogrified when you leave the level. radiant voratun plate armour (9 def, 16 armour)radiant voratun plate armour (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Damage when hit (Melee): 11 light Changes stats: +4 Wil Changes resistances: +24% blight / +28% darkness Light radius: +2 A suit of armour made of metal plates. Press to compare |
This item will automatically be transmogrified when you leave the level. Girdle of PreservationGirdle of Preservation Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+5 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. Press to compare |
This item will automatically be transmogrified when you leave the level. drakeskin leather belt of recklessnessdrakeskin leather belt of recklessness Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+2 eff.) Critical mult.: +12.00% A belt that goes around your waist. Press to compare |
This item will automatically be transmogrified when you leave the level. grounding drakeskin leather belt of shieldinggrounding drakeskin leather belt of shielding Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +15 Changes resistances: +13% lightning / +13% temporal It can be used to create a temporary shield that absorbs 359 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. Press to compare |
This item will automatically be transmogrified when you leave the level. nightruned drakeskin leather belt of carryingnightruned drakeskin leather belt of carrying Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Fatigue: -10% Changes resistances: +11% light / +13% darkness Maximum encumbrance: +54 A belt that goes around your waist. Press to compare |
This item will automatically be transmogrified when you leave the level. eldritch pair of voratun boots of strife (0 def, 5 armour)eldritch pair of voratun boots of strife (0 def, 5 armour) Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +5 Mag / +9 Wil / +5 Con Changes resistances penetration: +8% physical Mana each turn: +0.47 Maximum mana: +60.00 Spell crit. chance: +4% Mindpower: +7 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 14 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
This item will automatically be transmogrified when you leave the level. miner's pair of voratun boots of phasing (0 def, 13 armour)miner's pair of voratun boots of phasing (0 def, 13 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Fatigue: +4% Changes stats: +3 Mag / +4 Wil Infravision radius: +1 It can be used to blink to a nearby random location (rad 10), putting 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. Press to compare |
This item will automatically be transmogrified when you leave the level. heroic voratun gauntlets of archery (0 def, 8 armour)heroic voratun gauntlets of archery (0 def, 8 armour) Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +10 Armour: +8 Changes stats: +9 Cun / +8 Dex Mental save: +15 (+5 eff.) Maximum life: +74.00 It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 8 Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
This item will automatically be transmogrified when you leave the level. heroic voratun gauntlets of regeneration (0 def, 8 armour)heroic voratun gauntlets of regeneration (0 def, 8 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Mental save: +12 (+4 eff.) Life regen: +5.40 Stamina each turn: +1.10 Psi each turn: +0.28 Maximum life: +69.00 Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
This item will automatically be transmogrified when you leave the level. elven-silk wizard hat (3 def, 0 armour)elven-silk wizard hat (3 def, 0 armour) 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) A pointy cloth hat, very wizardly... Press to compare |
This item will automatically be transmogrified when you leave the level. fearwoven elven-silk wizard hat of the Brotherhood (3 def, 0 armour)fearwoven elven-silk wizard hat of the Brotherhood (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +5 Mag / +5 Con Changes resistances: +20% darkness / +13% physical Changes damage: +14% physical / +13% darkness / +16% arcane Maximum hate: +14.00 Mindpower: +9 (+3 eff.) Mental crit. chance: +4% It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 4.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 22 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 8 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... Press to compare |
This item will automatically be transmogrified when you leave the level. dragonslayer's drakeskin leather cap of strength (+8) (0 def, 5 armour)dragonslayer's drakeskin leather cap of strength (+8) (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Str Changes resistances: +11% acid / +9% fire / +12% lightning / +12% cold A cap made of leather. Press to compare |
This item will automatically be transmogrified when you leave the level. thaloren drakeskin leather cap of ire (0 def, 5 armour)thaloren drakeskin leather cap of ire (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Str / +9 Wil / +4 Con Changes resistances: +12% blight Physical save: +12 (+4 eff.) Mental save: +25 (+8 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. Press to compare |
This item will automatically be transmogrified when you leave the level. leafwalker's voratun helm of constitution (+9) (0 def, 5 armour)leafwalker's voratun helm of constitution (+9) (0 def, 5 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +9 Con Changes resistances: +12% nature Spell save: +8 (+3 eff.) Maximum life: +96.00 Healing mod.: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
This item will automatically be transmogrified when you leave the level. stabilizing voratun helm of might (0 def, 5 armour)stabilizing voratun helm of might (0 def, 5 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +3 Str / +4 Con Physical save: +24 (+8 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
This item will automatically be transmogrified when you leave the level. werebeast's voratun helm of might (0 def, 5 armour)werebeast's voratun helm of might (0 def, 5 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +8 Str / +4 Dex / +3 Cun / +10 Con Changes resistances: -20% light Life regen: +8.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
bloodstone 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. |
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. |
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. |
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. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Air currents swirl around this bright blue jewel. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot. |
This item will automatically be transmogrified when you leave the level. ethereal dwarven lanternethereal dwarven lantern Powered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +6 Mag Spellpower: +17 (+4 eff.) Light radius: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. Press to compare |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (123 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. Press to compare |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of 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, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
This item will automatically be transmogrified when you leave the level. psionic voratun torque of charged psionic shield [power 143] (20 cooldown)psionic voratun torque of charged psionic shield [power 143] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 143 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 10 psi. Torques are made by powerful psionics to store psionic powers. Press to compare |
This item will automatically be transmogrified when you leave the level. tentacled dragonbone totem of thorny skin [power 90] (20 cooldown)tentacled dragonbone totem of thorny skin [power 90] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. Press to compare |
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 Mekos the Shalore Temporal Warden level 32
3rd Flare 123rd year of Ascendancy at 10:47 see stats
By Mekos the Shalore Temporal Warden level 19
30th Regrowth 123rd year of Ascendancy at 16:26 see stats
By Mekos the Shalore Temporal Warden level 32
1st Flare 123rd year of Ascendancy at 15:46 see stats
By Mekos the Shalore Temporal Warden level 38
1st Haze 123rd year of Ascendancy at 12:03 see stats
By Mekos the Shalore Temporal Warden level 42
72nd Haze 123rd year of Ascendancy at 10:07 see stats
By Mekos the Shalore Temporal Warden level 36
46th Dusk 123rd year of Ascendancy at 05:10 see stats
By Mekos the Shalore Temporal Warden level 29
44th Pyre 123rd year of Ascendancy at 05:44 see stats
By Mekos the Shalore Temporal Warden level 48
71st Regrowth 124th year of Ascendancy at 11:54 see stats
By Mekos the Shalore Temporal Warden level 15
25th Dusk 122nd year of Ascendancy at 00:18 see stats
By Mekos the Shalore Temporal Warden level 35
41st Dusk 123rd year of Ascendancy at 14:33 see stats
By Mekos the Shalore Temporal Warden level 50
59th Pyre 124th year of Ascendancy at 10:32 see stats
By Mekos the Shalore Temporal Warden level 41
62nd Haze 123rd year of Ascendancy at 19:24 see stats
By Mekos the Shalore Temporal Warden level 15
74th Dusk 122nd year of Ascendancy at 20:14 see stats
By Mekos the Shalore Temporal Warden level 29
43rd Pyre 123rd year of Ascendancy at 02:27 see stats
By Mekos the Shalore Temporal Warden level 50
44th Pyre 124th year of Ascendancy at 11:48 see stats
By Mekos the Shalore Temporal Warden level 20
46th Regrowth 123rd year of Ascendancy at 16:47 see stats
By Mekos the Shalore Temporal Warden level 31
2nd Summertide 123rd year of Ascendancy at 07:08 see stats
By Mekos the Shalore Temporal Warden level 19
30th Regrowth 123rd year of Ascendancy at 16:46 see stats
By Mekos the Shalore Temporal Warden level 17
18th Haze 122nd year of Ascendancy at 12:44 see stats
By Mekos the Shalore Temporal Warden level 10
3rd Summertide 122nd year of Ascendancy at 02:55 see stats
By Mekos the Shalore Temporal Warden level 20
45th Regrowth 123rd year of Ascendancy at 13:59 see stats
By Mekos the Shalore Temporal Warden level 30
44th Pyre 123rd year of Ascendancy at 05:44 see stats
By Mekos the Shalore Temporal Warden level 40
38th Haze 123rd year of Ascendancy at 18:02 see stats
By Mekos the Shalore Temporal Warden level 50
12nd Pyre 124th year of Ascendancy at 18:49 see stats
By Mekos the Shalore Temporal Warden level 50
18th Pyre 124th year of Ascendancy at 16:09 see stats
By Mekos the Shalore Temporal Warden level 17
18th Haze 122nd year of Ascendancy at 12:44 see stats
By Mekos the Shalore Temporal Warden level 50
59th Pyre 124th year of Ascendancy at 10:31 see stats
By Mekos the Shalore Temporal Warden level 47
63rd Regrowth 124th year of Ascendancy at 04:19 see stats
By Mekos the Shalore Temporal Warden level 15
46th Dusk 122nd year of Ascendancy at 01:17 see stats
By Mekos the Shalore Temporal Warden level 29
38th Pyre 123rd year of Ascendancy at 04:45 see stats
By Mekos the Shalore Temporal Warden level 41
68th Haze 123rd year of Ascendancy at 06:50 see stats
By Mekos the Shalore Temporal Warden level 32
3rd Summertide 123rd year of Ascendancy at 18:10 see stats
By Mekos the Shalore Temporal Warden level 36
41st Dusk 123rd year of Ascendancy at 20:00 see stats
By Mekos the Shalore Temporal Warden level 9
2nd Summertide 122nd year of Ascendancy at 03:53 see stats
By Mekos the Shalore Temporal Warden level 19
30th Regrowth 123rd year of Ascendancy at 16:26 see stats
By Mekos the Shalore Temporal Warden level 29
41st Pyre 123rd year of Ascendancy at 05:31 see stats
By Mekos the Shalore Temporal Warden level 40
52nd Haze 123rd year of Ascendancy at 17:08 see stats
By Mekos the Shalore Temporal Warden level 21
57th Regrowth 123rd year of Ascendancy at 13:12 see stats
By Mekos the Shalore Temporal Warden level 50
59th Pyre 124th year of Ascendancy at 10:32 see stats
By Mekos the Shalore Temporal Warden level 50
15th Pyre 124th year of Ascendancy at 18:15 see stats
By Mekos the Shalore Temporal Warden level 13
10th Dusk 122nd year of Ascendancy at 00:04 see stats
By Mekos the Shalore Temporal Warden level 38
1st Haze 123rd year of Ascendancy at 12:20 see stats
By Mekos the Shalore Temporal Warden level 21
56th Regrowth 123rd year of Ascendancy at 12:32 see stats
By Mekos the Shalore Temporal Warden level 31
7th Mirth 123rd year of Ascendancy at 20:53 see stats
By Mekos the Shalore Temporal Warden level 23
5th Pyre 123rd year of Ascendancy at 10:10 see stats
By Mekos the Shalore Temporal Warden level 24
7th Pyre 123rd year of Ascendancy at 20:10 see stats
By Mekos the Shalore Temporal Warden level 32
3rd Summertide 123rd year of Ascendancy at 18:28 see stats
By Mekos the Shalore Temporal Warden level 4
77th Pyre 122nd year of Ascendancy at 23:54 see stats
Log
Today is the 59th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 17:26.
Ran for 2 turns (stop reason: interesting terrain).
Ran for 2 turns (stop reason: interesting terrain).
Mekos deactivates Premonition.
Mekos deactivates Weapon Folding.
Mekos deactivates Elemental Harmony.
Mekos deactivates Secrets of the Eternals.