Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
| Addons | Items Vault 1.4.8Donators/Buyers bonus! Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Adventuring Party 1.4.9Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Infinite500 v2.5ga: Revised high level play for ToME 1.4.8Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. No Locked Categories 1.0.1This addon unlocks all categories at birth. So your cat points can be spent on improving them, and/or buying extra rune/infusion slots. This addon will make the game easier. That's the intention, but more so, the intention is to make the game more free, and less restrictive early on. Adjustable Talent/Stat/Generic Point Multiplier 1.0.3Hello, everyone. This is my first mod; I would like to state, first and foremost, that it is my very first, and I hardly know the language. I have been using it, and have not experienced any bugs personally; but to be safe, I would say back-up saves before using, and so on. This mod may be considered a little "Cheaty", but I made it for those who found the game too hard, or wanted faster progress/different customization, but didn't want to reach high level too fast via the 'Adjustable EXP' mod (Like myself). This mod allows you to, via Game Options, set a modifier (Whole numbers only) from 1-10, for how many Stat Points, Talent Points, and Generic Points you get per level, seperately. You could make yourself gain 2x the stats (So 6) per level, or instead, 3x the Talent Points, while only the normal amount of generic ones. I tried to make it pretty customizable, really. I hope you enjoy! Please report any bugs you find. Update 1: Adjusted the md5 hash, and short-name inside the addon, to allow it to register with the md5 check okay. Update 2: As a note, these are editable in Game Options -> Gameplay, AFTER having made a new character. After doing this, you can adjust EXP rate between 0 and 1000%. !! You MUST make a new character !! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Adventurer |
| Level / Exp | 50 / 1885% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 169 (base 60) |
| Dexterity | 117 (base 60) |
| Constitution | 74 (base 60) |
| Magic | 121 (base 60) |
| Willpower | 114 (base 60) |
| Cunning | 120 (base 60) |
Resources
| Equilibrium | 35 |
| Mana | 609/869 |
| Psi | 579/595 |
| Vim | 296/296 |
| Life | 1236/1260 |
| Positive | 0/197 |
| Stamina | 852/852 |
| Psi_feedback | 150/150 |
| Healing Factor | 1.6 |
| Regeneration | 116.74829588333 |
Speed
| Mental | +20% |
| Attack | +10% |
| Movement | +1050% |
| Spell | 0% |
| Global | +128.61742589859% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 9 |
| See Stealth | 7 |
| See Invisible | 16 |
| ESP Range | 10 |
| ESP Kinds | dragon, demon/minor, demon/major, humanoid/orc |
Offense: Mainhand
| Damage | 252 |
| Accuracy | 68 |
| Crit Chance | 178% |
| APR | 24 |
| Speed | 0.73 |
Offense: Offhand
| Damage | 207 |
| Accuracy | 68 |
| Crit Chance | 171% |
| APR | 18 |
| Speed | 0.73 |
Offense: Spell
| Spellpower | 89 |
| Crit Chance | 60% |
| Speed | 1 |
Offense: Mind
| Mindpower | 68 |
| Crit Chance | 65% |
| Speed | 0.90909090909091 |
Offense: Damage Bonus
| All | +20% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 99.59221495182 (100%) |
| Defense | 58 |
| Ranged Defense | 61 |
| Fatigue | 13 |
| Physical Save | 82.76 |
| Spell Save | 83.54 |
| Mental Save | 89 |
Defense: Resistances
| All | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 63% |
| Fear Resistance | 23% |
| Poison Resistance | 70% |
| Blind Resistance | 100% |
| Silence Resistance | 26% |
| Bleed Resistance | 93% |
| Disarm Resistance | 30% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 316 and cleanse 1 wound and poison effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 729 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2047% for 10 turns and instantly restoring 102 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 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 22 for 11 turns. While Heroism is active, you will only die when reaching -1101 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1217% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
| Psionic / Solipsism | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Arcane | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Higher draconic abilities | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Psionic / Psi-fighting | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Forgeknight combat expertise | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Weapon forging | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Tactical | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat techniques | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Armor forging | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Bloodthirst | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Ooze | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Air | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mucus | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Magical combat | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Lethality | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Corruption / Reaving combat | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Earth | 1.20 |
| 5/5 |
| 7/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Dual weapons | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Fire | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Dual techniques | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Stone | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Harmony | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Forger's endurance | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Augmented mobility | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Adventure / Partner | 1.00 |
| 1/50 |
| 3/50 |
| 1/50 |
| 1/2 |
| 1/2 |
| Psionic / Dreaming | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.00 |
| 7/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Psionic / Mentalism | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Mobility | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Arcane Feed |
| talent | Arcane Combat |
| talent | Wild Growth |
| talent | Augmentation |
| talent | Crystalline Focus |
| talent | Arcane Power |
| talent | Elemental Harmony |
| talent | Stone Skin |
| talent | Lucid Dreamer |
| talent | Beyond the Flesh |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Countering melee attacks: Has a 52% chance to get an automatic counter attack when avoiding a melee attack. (2.4 counters remaining) Counter Attacking |
| beneficial effect | The target's spellpower has been increased by 12. Spellsurge |
| beneficial effect | 64% chance to score a secondary blow. Greater Weapon Focus |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
| beneficial effect | Grants a +20% damage bonus. Steamroller |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+28% global speed). Clarity |
| detrimental effect | The target has been splashed with acid, taking 58.63 acid damage per turn, reducing armour by 54 and attack by 47. Acid Splash |
| beneficial effect | Increases life regen by 18.00. Elemental Harmony |
| beneficial effect | The target is in a magical frenzy, improving spellpower by 21. Bloodlust |
| beneficial effect | You lay mucus where you walk. Mucus |
| beneficial effect | Movement is 1000% faster. Step Up |
| beneficial effect | The thrill of combat improves the target's maximum life by 10%, life regeneration by 25.00, and stamina regeneration by 5.00. Bloodbath |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You 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 |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you learnt talent Vision (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you learnt talent Stone Touch (+1 level(s)). | 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 +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 5 of Dreadfell. Escort: lost anorithil (level 5 of Dreadfell)As a reward you learnt talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you learnt talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you learnt talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you learnt talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved Dexterity by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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 upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * 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: 1017. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed wretchling eyeball. * You've found the needed snow giant kidney. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed vial of wight ectoplasm. * You've found the needed length of troll intestine. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed vampire lord fang. * You've found the needed electric eel tail. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed xorn fragment. * You've found the needed vial of greater demon bile. | active |
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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | reforged Nerona the voratun greatmaul (139-208.5 power, 16 apr) reforged Nerona the voratun greatmaul (139-208.5 power, 16 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 Base power: 139.0 - 208.5 Uses stat: 91% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +30 Armour Penetration: +16 Physical crit. chance: +9.0% Attack speed: 114% When this weapon hits: Drain (15% chance level 4). On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +65 mind / +65 physical / +65 nature / +34 cold When wielded/worn: Physical crit. chance: +42.0% Physical power: +21 (+3 eff.) Changes stats: +1 Cun Changes resistances penetration: +15% arcane Changes damage: +32% blight / +32% physical / +6% arcane Grants telepathy: Dragon Demon/Major Humanoid/Orc Demon/Minor Talent granted: +4 Pulverizing Auger Mental crit. chance: +2% Massive two-handed mauls. |
| Quiver | 514 alchemist agate 514 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
| On hands | Getisin (0 def, 3 armour) Getisin (0 def, 3 armour)Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 38 arcane Changes stats: +23 Mag / +17 Wil / +6 Cun Changes resistances: +3% blight / +10% light / +8% darkness / +18% arcane Changes damage: +6% blight Infravision radius: +2 It can be used to activate talent Disperse Magic, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | watchleader's dwarven lantern of the sun watchleader's dwarven lantern of the sunPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +12% darkness Changes damage: +10% light Damage affinity(heal): +5% light Blindness immunity: +28% Confusion immunity: +30% Light radius: +11 See stealth: +7 See invisible: +16 It can be used to activate talent Sun Flare, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 101.91 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | reforged Unryzilamas the voratun helm (5 def, 20 armour) reforged Unryzilamas the voratun helm (5 def, 20 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +20 Defense: +5 (+2 eff.) Fatigue: +5% Damage when hit (Melee): 8 blight / 10 physical / 20 acid Changes stats: +14 Str / +4 Mag / +8 Wil Changes resistances: +23% blight / +11% cold / +11% darkness Changes damage: +3% blight Talent mastery: +0.10 Psionic / Dreaming Talent granted: +4 Healing Light Mental save: +55 (+11 eff.) Blindness immunity: +23% Confusion immunity: +23% Fear immunity: +23% Stamina each turn: +1.50 Mana each turn: +0.08 Maximum stamina: +85.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | Airwolf the pair of drakeskin leather boots (5 def, 5 armour) Airwolf the pair of drakeskin leather boots (5 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +5 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +5% Changes stats: +10 Lck / +6 Dex Changes resistances: +6% lightning / +25% temporal / +24% darkness Changes resistances penetration: +13% darkness / +15% temporal Changes damage: +12% lightning Critical mult.: +10.00% Stealth bonus: +11 Mental save: +20 (+4 eff.) Defense after a teleport: +21 Resist all after a teleport: +13% New effects duration reduction after a teleport: +13% A pair of boots made of leather. |
| Tool | Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 6 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
| On fingers | Aeriyann the voratun ring Aeriyann the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +20 Changes stats: +13 Str Changes resistances: +6% temporal Changes resistances penetration: +5% physical Changes damage: +12% physical Maximum encumbrance: +30 Rings can have magical properties. |
| On fingers | gladiator's gold ring of arcana(+0.10/turn) gladiator's gold ring of arcana(+0.10/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +6 Str / +5 Con Silence immunity: +26% Mana each turn: +0.10 Rings can have magical properties. |
| Around neck | enraging voratun amulet of manastreaming enraging voratun amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+1 eff.) Changes stats: +5 Mag Changes damage: +8% physical Mana each turn: +0.60 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +60.00 Combat speed: +10% Amulets can have magical properties. |
| In main hand | reforged Butcher (84-117.6 power, 24 apr) reforged Butcher (84-117.6 power, 24 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 84.0 - 117.6 Uses stat: 79% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +30 Armour Penetration: +24 Physical crit. chance: +16.0% Attack speed: 114% When this weapon hits: Blinding Spores (15% chance level 2). Damage (Melee): +47 blight / +47 physical / +47 cold When wielded/worn: Accuracy: +18 (+5 eff.) Changes stats: +10 Str / +10 Wil / +7 Cun Changes damage: +23% blight / +23% fire Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Sharp, long, and deadly. |
| Around waist | Halegarach the Blazetyphoon Halegarach the BlazetyphoonPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Effects on melee hit: * 40% chance to gain 10% of a turn Damage when hit (Melee): 12 temporal Changes stats: +11 Dex / +10 Cun / +8 Lck Changes resistances: +14% light / +15% darkness Changes resistances penetration: +5% light / +10% temporal Changes damage: +6% temporal Trap disarming bonus: +30 Stealth bonus: +13 Mental crit. chance: +14% Infravision radius: +6 A belt that goes around your waist. |
| In off hand | reforged voratun mace 'Gloridathra' (79.5-111.3 power, 18 apr) reforged voratun mace 'Gloridathra' (79.5-111.3 power, 18 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 79.5 - 111.3 Uses stat: 76% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +30 Armour Penetration: +18 Physical crit. chance: +9.0% Attack speed: 114% When this weapon hits: Flameshock (10% chance level 3). On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +46 lightning / +46 blight / +46 arcane / +14 light Damage against: +26% Undead When wielded/worn: Physical crit. chance: +30.0% Physical power: +11 (+2 eff.) Damage when hit (Melee): 8 temporal Changes stats: +3 Wil Changes damage: +22% light / +28% mind / +9% arcane Talent granted: +3 Pulverizing Auger Maximum hate: +4.00 Heals friendly targets nearby when you use a nature summon: +40 Blunt and deadly. |
| Cloak | Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+1 eff.) It can be used to activate talent Stone Wall (costing 36 power out of 60/60) : Effective talent level: 1.2 Power cost: 36 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 8 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 345.93 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Main armor | reforged voratun plate armour 'Growthminister' (13 def, 51 armour) reforged voratun plate armour 'Growthminister' (13 def, 51 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Physical power: +24 (+3 eff.) Armour: +51 Defense: +13 (+4 eff.) Fatigue: +26% Damage when hit (Melee): 20 nature Changes stats: +8 Str / +8 Mag / +6 Wil / +5 Cun Changes resistances: +20% lightning / +20% light / +11% acid / +6% fire / +11% nature / +25% darkness Changes resistances penetration: +10% nature Changes damage: +12% nature / +12% lightning Talent cooldown: Infernal Impact (-1 turn) Talents granted: +3 Blood Grasp +1 Power Catalyst: Magic Physical save: +38 (+6 eff.) Mental save: +18 (+4 eff.) Cut immunity: +23% Pinning immunity: +23% Stun/Freeze immunity: +23% Life regen: +4.50 Maximum life: +279.00 Spellpower: +20 (+4 eff.) Spell crit. chance: +10% Mindpower: +19 (+5 eff.) Mental crit. chance: +10% A suit of armour made of metal plates. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison 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. healing infusion of the psychic (heal 359)healing infusion of the psychic (heal 359) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 359 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the warrior (heal 441) healing infusion of the warrior (heal 441)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 441 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+23 for 12 turns, die at -668) heroism infusion of the sneak (+23 for 12 turns, die at -668)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: 30 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 23 for 12 turns. While Heroism is active, you will only die when reaching -668 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the warrior (+28 for 10 turns, die at -886) heroism infusion of the warrior (+28 for 10 turns, die at -886)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: 21 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 28 for 10 turns. While Heroism is active, you will only die when reaching -886 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+21 for 9 turns, die at -867) heroism infusion of the wizard (+21 for 9 turns, die at -867)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 9 turns. While Heroism is active, you will only die when reaching -867 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+23 for 10 turns, die at -978) heroism infusion of the wizard (+23 for 10 turns, die at -978)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: 27 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 23 for 10 turns. While Heroism is active, you will only die when reaching -978 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (694% speed; 7 turns) movement infusion (694% speed; 7 turns)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: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 694% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (922% speed; 6 turns) movement infusion of the psychic (922% speed; 6 turns)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: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 922% 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 Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the titan (788% speed; 7 turns) movement infusion of the titan (788% speed; 7 turns)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: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 788% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (922% speed; 7 turns) movement infusion of the wizard (922% speed; 7 turns)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: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 922% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 490 over 5 turns) regeneration infusion of the psychic (heal 490 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 490 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 901 over 5 turns) regeneration infusion of the psychic (heal 901 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 901 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 672 over 5 turns) regeneration infusion of the psychic (heal 672 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 672 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 875 over 5 turns) regeneration infusion of the sneak (heal 875 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 875 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 672 over 5 turns) regeneration infusion of the sneak (heal 672 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 672 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 817 over 5 turns) regeneration infusion of the wizard (heal 817 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 817 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (606.00 temporal damage, removed from time 4 turns) Rune of the Rift (606.00 temporal damage, removed from time 4 turns)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: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 763.56 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
controlled phase door rune of the psychic (range 13) controlled phase door rune of the psychic (range 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 13. 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. |
controlled phase door rune of the wizard (range 15) controlled phase door rune of the wizard (range 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 15. 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 ability. |
This item will automatically be transmogrified when you leave the level. heat beam rune of the titan (528 fire damage)heat beam rune of the titan (528 fire damage) 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: 9 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 528.16 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your 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 ability. |
manasurge rune of the sneak (1593% regen over 10 turns; 79 instant mana) manasurge rune of the sneak (1593% regen over 10 turns; 79 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: 26 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1593% for 10 turns and instantly restoring 79 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the titan (1143% regen over 10 turns; 57 instant mana) manasurge rune of the titan (1143% regen over 10 turns; 57 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: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1143% for 10 turns and instantly restoring 57 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 ability. |
manasurge rune of the titan (1665% regen over 10 turns; 83 instant mana) manasurge rune of the titan (1665% regen over 10 turns; 83 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: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1665% for 10 turns and instantly restoring 83 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 ability. |
manasurge rune of the wizard (1631% regen over 10 turns; 81 instant mana) manasurge rune of the wizard (1631% regen over 10 turns; 81 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: 30 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1631% for 10 turns and instantly restoring 81 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 ability. |
manasurge rune of the wizard (1102% regen over 10 turns; 55 instant mana) manasurge rune of the wizard (1102% regen over 10 turns; 55 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: 30 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1102% for 10 turns and instantly restoring 55 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 ability. |
phase door rune of the duelist (range 18; power 46; dur 6) phase door rune of the duelist (range 18; power 46; dur 6)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: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 18. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 46%, your defense is increased by 46 and all your resistances by 46%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
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. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Berobers BerobersInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +3% blight / +9% mind / +26% light / +26% darkness Grants telepathy: Dragon Demon/Major Demon/Minor Blindness immunity: +44% Disarm immunity: +15% Teleport immunity: +15% Infravision radius: +2 See invisible: +6 Amulets can have magical properties. |
Erelirath the Sulfurbait Erelirath the SulfurbaitInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Dex / +1 Mag / +1 Con Changes resistances: +26% light / +25% darkness Blindness immunity: +40% Light radius: +3 See invisible: +3 Amulets can have magical properties. |
Layethra the Oozemistress Layethra the OozemistressPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 51% chance to gain 10% of a turn Changes stats: +6 Mag Changes resistances: +6% nature / +9% lightning Changes damage: +8% acid / +11% lightning / +7% fire / +3% nature / +8% cold Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
copper amulet of strength (+2) copper amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Amulets can have magical properties. |
gold amulet of mastery (0.20 Celestial / Chants) gold amulet of mastery (0.20 Celestial / Chants)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Talent mastery: +0.20 Celestial / Chants Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Exiler ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 140.55 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s), costing 20 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Mnemonic MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+4 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+3 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 18 power out of 30/30) : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
marksman's steel ring marksman's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. painweaver's voratun ring of lightning (+40%)painweaver's voratun ring of lightning (+40%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+3 eff.) Changes resistances: +40% lightning Changes damage: +20% lightning / +8% all Spellpower: +19 (+4 eff.) Mindpower: +20 (+5 eff.) Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
Khulmanar's Wrath (70-105 power, 8 apr) Khulmanar's Wrath (70-105 power, 8 apr)Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. It can be used to activate talent Infernal Breath (costing 21 power out of 35/35) : Effective talent level: 3.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 379.84 fire damage, and flames will be left dealing a further 89.02 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
reforged Crude Iron Battle Axe of Kroll (113.2-169.8 power, 19 apr) reforged Crude Iron Battle Axe of Kroll (113.2-169.8 power, 19 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 113.2 - 169.8 Uses stat: 93% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +30 Armour Penetration: +19 Physical crit. chance: +16.0% Attack speed: 114% When this weapon hits: Chain Lightning (10% chance level 3). Damage (Melee): +58 darkness / +58 cold When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Changes stats: +2 Dex / +2 Con Changes damage: +10% physical / +29% temporal / +29% cold Talent granted: +4 Ruin Stun/Freeze immunity: +30% Knockback immunity: +30% Massive two-handed battleaxes. |
Moon (30-39 power, 30 apr) Moon (30-39 power, 30 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 30.0 - 39.0 Uses stat: 72% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness When wielded/worn: Changes damage: +10% darkness Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Swordbreaker (25-32.5 power, 20 apr) Swordbreaker (25-32.5 power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stat: 80% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+4 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+2 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. |
This item will automatically be transmogrified when you leave the level. chilling voratun dagger of paradox (37.5-48.75 power, 9 apr)chilling voratun dagger of paradox (37.5-48.75 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stat: 72% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +16 temporal / +24 cold When wielded/worn: Damage when hit (Melee): 16 temporal Changes resistances: +16% temporal Sharp, short and deadly. |
voratun dagger 'Charfame' (48.5-63.05 power, 9 apr) voratun dagger 'Charfame' (48.5-63.05 power, 9 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 48.5 - 63.1 Uses stat: 72% Cun Damage type: Fire Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target When wielded/worn: Armour penetration: +12 Physical crit. chance: +12.0% Fatigue: -4% Changes resistances penetration: +5% fire / +10% mind / +10% darkness Changes damage: +6% blight Critical mult.: +28.00% Only die when reaching: -20.00 life Spellpower: +4 (+1 eff.) Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. voratun dagger of projection (37.5-48.75 power, 9 apr)voratun dagger of projection (37.5-48.75 power, 9 apr) Requires: - Dexterity 48 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stat: 72% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +16 mind It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Sharp, short and deadly. |
Voratun Hammer of the Deep Bellow (82-123 power, 7 apr) Voratun Hammer of the Deep Bellow (82-123 power, 7 apr)Requires: - Strength 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: 72% Wil Damage type: Physical Mastery: Weapons Mastery 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. |
masterforged voratun greatmaul (137-205.5 power, 16 apr) masterforged voratun greatmaul (137-205.5 power, 16 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 137.0 - 205.5 Uses stat: 90% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +30 Armour Penetration: +16 Physical crit. chance: +9.0% Attack speed: 114% When this weapon hits: Silence (10% chance level 3). On weapon hit: * 20% chance to daze Damage Shield penetration (this weapon only): +20% Damage (Melee): +20 lightning / +67 darkness / +42 cold / +67 fire / +67 acid When wielded/worn: Changes resistances penetration: +10% blight / +10% lightning Changes damage: +32% temporal / +6% arcane / +32% physical Talent granted: +2 Pulverizing Auger Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +40.00 Massive two-handed mauls. |
reforged voratun greatmaul 'Fuludur' (128.1-192.15 power, 16 apr) reforged voratun greatmaul 'Fuludur' (128.1-192.15 power, 16 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 128.1 - 192.1 Uses stat: 88% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +30 Armour Penetration: +16 Physical crit. chance: +9.0% Attack speed: 114% When this weapon hits: Disperse Magic (10% chance level 3). On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * wounds the target reducing their healing Damage (Melee): +20 lightning / +28 temporal / +64 light / +92 nature / +64 acid When wielded/worn: Physical crit. chance: +21.0% Physical power: +20 (+3 eff.) Changes damage: +30% nature / +30% mind Talent granted: +5 Bone Grab Critical mult.: +10.00% Blindness immunity: +20% Cut immunity: +15% Disarm immunity: +10% Pinning immunity: +10% Knockback immunity: +15% Mental crit. chance: +2% Massive two-handed mauls. |
masterforged voratun greatsword (122.1-195.36 power, 16 apr) masterforged voratun greatsword (122.1-195.36 power, 16 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 122.1 - 195.4 Uses stat: 89% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +30 Armour Penetration: +16 Physical crit. chance: +11.0% Attack speed: 114% When this weapon hits: Virulent Disease (10% chance level 3). On weapon hit: * 20% chance to torment the target Damage (Melee): +65 lightning / +65 temporal / +65 light When wielded/worn: Accuracy: +16 (+5 eff.) Defense: +12 (+4 eff.) Changes resistances penetration: +21% mind / +14% darkness Changes damage: +32% lightning / +32% temporal Talent granted: +4 Deadly Strikes Disarm immunity: +70% Massive two-handed swords. |
reforged Borosk's Hate (122.1-195.36 power, 34 apr) reforged Borosk's Hate (122.1-195.36 power, 34 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 122.1 - 195.4 Uses stat: 89% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +30 Armour Penetration: +34 Physical crit. chance: +16.0% Attack speed: 114% When this weapon hits: Stun (15% chance level 3). Damage (Melee): +64 blight / +64 nature / +64 light When wielded/worn: Changes stats: +10 Str / +5 Dex / +15 Con Changes damage: +30% light / +30% mind Talent mastery: +0.20 Technique / Two-handed assault Talent granted: +5 Flameshock Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. mighty dragonbone longbow of powermighty dragonbone longbow of power Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical power: +15 (+2 eff.) Changes stats: +7 Str Changes resistances penetration: +20% physical Changes damage: +22% physical Longbows are used to shoot arrows at your foes. |
masterforged flaming voratun longsword of daylight (75.5-105.7 power, 18 apr) masterforged flaming voratun longsword of daylight (75.5-105.7 power, 18 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 75.5 - 105.7 Uses stat: 78% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +30 Armour Penetration: +18 Physical crit. chance: +11.0% Attack speed: 114% When this weapon hits: Tidal Wave (10% chance level 2). Damage (Melee): +46 nature / +46 temporal / +46 darkness / +10 light Burst (radius 1) on hit: +13 fire Damage against: +26% Undead When wielded/worn: Changes damage: +22% nature / +22% temporal Talent granted: +3 Pulverizing Auger Sharp, long, and deadly. |
masterforged voratun mace (84.5-118.3 power, 18 apr) masterforged voratun mace (84.5-118.3 power, 18 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 84.5 - 118.3 Uses stat: 79% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +30 Armour Penetration: +18 Physical crit. chance: +9.0% Attack speed: 114% When this weapon hits: Virulent Disease (10% chance level 2). On weapon hit: * 11% chance to inflict damage reduction * Random elemental explosion * 20% chance to curse the target Damage (Melee): +47 acid / +47 light / +47 nature When wielded/worn: Changes resistances penetration: +13% acid / +15% fire / +13% lightning / +13% cold Changes damage: +23% acid / +23% cold Talent granted: +2 Acidic Spray Blunt and deadly. |
masterforged voratun mace (84.5-118.3 power, 18 apr) masterforged voratun mace (84.5-118.3 power, 18 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 84.5 - 118.3 Uses stat: 78% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +30 Armour Penetration: +18 Physical crit. chance: +9.0% Attack speed: 114% When this weapon hits: Flame (15% chance level 4). On weapon hit: * 34% chance to daze Damage (Melee): +48 acid / +48 nature / +48 light When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +3 Wil / +3 Cun / +4 Con Changes resistances penetration: +13% lightning Changes damage: +23% mind / +23% physical Blunt and deadly. |
masterforged voratun mace (86.5-121.1 power, 18 apr) masterforged voratun mace (86.5-121.1 power, 18 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 86.5 - 121.1 Uses stat: 79% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +30 Armour Penetration: +18 Physical crit. chance: +9.0% Attack speed: 114% When this weapon hits: Mind Blast (15% chance level 3). On weapon crit: * cripple the target Damage (Melee): +47 lightning / +47 arcane / +47 blight When wielded/worn: Physical crit. chance: +15.0% Changes resistances penetration: +12% acid / +13% fire / +11% lightning / +13% cold Changes damage: +23% lightning / +23% arcane Blunt and deadly. |
voratun mace 'Polegatta' (44.5-62.3 power, 6 apr) voratun mace 'Polegatta' (44.5-62.3 power, 6 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 44.5 - 62.3 Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +28 cold When wielded/worn: Armour penetration: +1 Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Fatigue: -4% Changes resistances: +3% physical Maximum life: +10.00 Healing mod.: +10% Blunt and deadly. |
Thermal Focus (14-15.4 power, 32 apr, fire damage) Thermal Focus (14-15.4 power, 32 apr, fire damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 14.0 - 15.4 Uses stats: 45% Wil, 25% Cun Damage type: Fire Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% cold When wielded/worn: Changes resistances: +20% fire / +20% cold Changes resistances penetration: +12% fire / +12% cold Changes damage: +20% fire / +20% cold Talent mastery: +0.20 Psionic / Thermal mastery Talent granted: +1 Psionic Maelstrom Spell save: +12 (+1 eff.) Psi each turn: +1.00 Mindpower: +16 (+4 eff.) Mental crit. chance: +8% Thermal energies are focussed in the core of this mindstar. |
This item will automatically be transmogrified when you leave the level. living mindstar of resolve (15-16.5 power, 40 apr, nature damage)living mindstar of resolve (15-16.5 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: 15.0 - 16.5 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Physical save: +8 (+1 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. |
Rod of Sarrilon (30-36 power, 4 apr, temporal element) Rod of Sarrilon (30-36 power, 4 apr, temporal element)Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 150% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Time Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+8 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
Telos's Staff (Bottom Half) Telos's Staff (Bottom Half)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+2 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. |
This item will automatically be transmogrified when you leave the level. orichalcum trident of daylight (50-80 power, 16 apr)orichalcum trident of daylight (50-80 power, 16 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 50.0 - 80.0 Uses stat: 72% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +17 light Damage against: +41% Undead A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
masterforged voratun waraxe (75-105 power, 33 apr) masterforged voratun waraxe (75-105 power, 33 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 75.0 - 105.0 Uses stat: 78% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +30 Armour Penetration: +33 Physical crit. chance: +13.0% Attack speed: 114% When this weapon hits: Lightning Breath (10% chance level 2). Damage Shield penetration (this weapon only): +56% Damage (Melee): +48 mind / +48 nature / +48 arcane When wielded/worn: Changes resistances penetration: +17% acid / +15% fire / +17% lightning / +16% cold Changes damage: +23% acid / +23% fire Talent granted: +1 Deadly Strikes One-handed war axes. |
reforged Dazzleire the voratun waraxe (99-138.6 power, 18 apr) reforged Dazzleire the voratun waraxe (99-138.6 power, 18 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 99.0 - 138.6 Uses stat: 76% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +30 Armour Penetration: +18 Physical crit. chance: +13.0% Attack speed: 114% When this weapon hits: Virulent Disease (10% chance level 2). On weapon hit: * 41% chance to blind * 20% chance to cause random gloom On weapon crit: * cripple the target Damage (Melee): +46 physical / +46 blight / +46 fire Burst (radius 1) on hit: +8 nature / +4 light When wielded/worn: Physical crit. chance: +12.0% Changes damage: +22% acid / +22% cold / +3% nature Light radius: +1 One-handed war axes. |
reforged Deepswalker the voratun waraxe (74.5-104.3 power, 18 apr) reforged Deepswalker the voratun waraxe (74.5-104.3 power, 18 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 74.5 - 104.3 Uses stat: 78% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +30 Armour Penetration: +18 Physical crit. chance: +13.0% Attack speed: 114% When this weapon hits: Earthen Missiles (15% chance level 4). On weapon hit: * 20% chance to torment the target Damage (Melee): +48 fire / +48 physical / +48 mind / +14 light Burst (radius 1) on hit: +12 lightning Damage against: +24% Undead When wielded/worn: Armour penetration: +12 Damage when hit (Melee): 12 darkness Changes stats: +3 Wil Changes resistances penetration: +15% physical / +10% mind / +15% darkness Changes damage: +23% fire / +15% physical / +29% darkness / +12% mind Talent granted: +1 Bone Grab Heals friendly targets nearby when you use a nature summon: +60 One-handed war axes. |
Skeletal Claw (55-60.5 power, 8 apr) Skeletal Claw (55-60.5 power, 8 apr)Requires: - Dexterity 14 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Base power: 55.0 - 60.5 Uses stat: 60% Cun Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +8 Physical crit. chance: +9.0% Attack speed: 125% When this weapon hits: Bone Grab (10% chance level 3). When this weapon hits: Bone Spear (20% chance level 4). Damage (Melee): +30 bleed Burst (radius 2) on crit: +50 bleed When wielded/worn: Defense: +12 (+4 eff.) Talent mastery: +0.25 Corruption / Bone Spellpower: +4 (+1 eff.) Combat speed: +10% Talent on hit(spell): Bone Spear (10% chance level 4). It can be used to activate talent Bone Nova (costing 12 power out of 20/20) : Effective talent level: 4.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Fire bone spears in all directions, hitting all foes within radius 4 for 414.73 physical damage, and inflicting bleeding for another 207.36 damage over 5 turns. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
linen cloak 'Vorurelle' (1 def, 0 armour) linen cloak 'Vorurelle' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +1 Con Changes resistances penetration: +10% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. resilient elven-silk cloak (3 def, 0 armour)resilient elven-silk cloak (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Maximum life: +55.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. thick elven-silk cloak of implacability (3 def, 13 armour)thick elven-silk cloak of implacability (3 def, 13 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +3 (+1 eff.) Changes resistances: +24% cold Physical save: +15 (+2 eff.) Mental save: +13 (+3 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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 (+3 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical 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 30 power out of 50/50) : Effective talent level: 1.0 Power cost: 30 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. |
Gunoldir (0 def, 1 armour) Gunoldir (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +3.0% Physical power: +7 (+1 eff.) Armour: +1 Fatigue: +1% Changes stats: +1 Dex Changes resistances penetration: +10% physical A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. miner's pair of voratun boots of uncanny dodging (9 def, 15 armour)miner's pair of voratun boots of uncanny dodging (9 def, 15 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Defense: +9 (+3 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +4% Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. pair of drakeskin leather boots of tirelessness (0 def, 5 armour)pair of drakeskin leather boots of tirelessness (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Stamina each turn: +1.10 Maximum stamina: +40.00 A pair of boots made of leather. |
pair of rough leather boots 'Duathelfurnace' (4 def, 1 armour) pair of rough leather boots 'Duathelfurnace' (4 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +1% Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 8 darkness Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 10.00% Infravision radius: +1 See invisible: +18 A pair of boots made of leather. |
wanderer's pair of drakeskin leather boots of speed (0 def, 5 armour) wanderer's pair of drakeskin leather boots of speed (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Cun / +4 Con Physical save: +19 (+3 eff.) Mental save: +19 (+4 eff.) Movement speed: +20% A pair of boots made of leather. |
Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+3 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) It can be used to activate talent Mindhook (costing 10 power out of 24/24) : Effective talent level: 4.0 Power cost: 10 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% light / +10% lightning Changes damage: +10% light / +10% lightning It can be used to activate talent Call Lightning (costing 12 power out of 30/30) : Effective talent level: 1.0 Power cost: 12 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 80.46 to 241.39 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
Crown of the Elements (0 def, 5 armour) Crown of the Elements (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +5 Con / +3 Wil Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Changes damage: +8% acid / +8% fire / +8% cold / +8% lightning See invisible: +15 This jeweled crown shimmers with colors. |
Dragon-helm of Kroltar (5 def, 9 armour) Dragon-helm of Kroltar (5 def, 9 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Armour: +9 Defense: +5 (+2 eff.) Fatigue: +10% Changes stats: +5 Str / -4 Lck / +5 Con It can be used to activate talent Warshout (costing 27 power out of 45/45) : Effective talent level: 2.0 Power cost: 27 out of 45/45. Range: melee/personal Travel Speed: instantaneous Description: Shout your warcry in a frontal cone of radius 5. Any targets caught inside will be confused for 5 turns. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Leluzilahad the cashmere wizard hat (2 def, 0 armour) Leluzilahad the cashmere wizard hat (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 8 physical Changes stats: +5 Cun Reduces incoming crit damage: 15.00% Mental save: +11 (+2 eff.) Only die when reaching: -60.00 life Maximum stamina: +15.00 A pointy cloth hat, very wizardly... |
forged iron helm (4 def, 14 armour) =Water breathing= forged iron helm (4 def, 14 armour) =Water breathing=Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +14 Defense: +4 (+2 eff.) Fatigue: +5% Changes resistances: +11% fire / +6% cold Talent mastery: +0.10 Technique / Superiority Talent granted: +2 Healing Light Allows you to breathe in: water Mental save: +32 (+6 eff.) Blindness immunity: +23% Confusion immunity: +23% Fear immunity: +23% Stamina each turn: +1.50 Maximum stamina: +68.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
masterforged voratun helm (5 def, 20.5 armour) =Water breathing= masterforged voratun helm (5 def, 20.5 armour) =Water breathing=Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +20 Defense: +5 (+2 eff.) Fatigue: +5% Changes resistances: +11% lightning / +11% temporal / +11% physical / +20% cold / +11% nature / +11% acid Talent mastery: +0.10 Technique / Conditioning Talent granted: +4 Skullcracker Allows you to breathe in: water Mental save: +40 (+8 eff.) Blindness immunity: +23% Confusion immunity: +23% Fear immunity: +23% Stamina each turn: +1.50 Maximum stamina: +85.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
reforged Aletta's Diadem (5 def, 19.5 armour) reforged Aletta's Diadem (5 def, 19.5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +19 Defense: +5 (+2 eff.) Fatigue: +4% Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +4 Wil Changes resistances: +11% nature / +11% physical Changes damage: +10% mind Talent mastery: +0.10 Technique / Superiority Talent granted: +1 Track Mental save: +40 (+8 eff.) Blindness immunity: +23% Confusion immunity: +23% Fear immunity: +23% Stamina each turn: +1.50 Maximum stamina: +86.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +5% It can be used to activate talent Psychic Lobotomy (costing 5 power out of 10/10) : Effective talent level: 3.0 Power cost: 5 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 209.37 mind damage and cripples the target's higher mental functions, reducing cunning by 16 and confusing (33% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Boltradiance the voratun mail armour (5 def, 10 armour) Boltradiance the voratun mail armour (5 def, 10 armour)Requires: - Strength 48 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Effects on melee hit: * 40% chance to daze Changes resistances: +6% fire / +25% cold Changes resistances penetration: +5% lightning Changes damage: +12% fire A suit of armour made of mail. |
Chromatic Harness (10 def, 14 armour) Chromatic Harness (10 def, 14 armour)Requires: - Talent Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+3 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% fire / +20% cold / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Scale Mail of Kroltar (10 def, 18 armour) Scale Mail of Kroltar (10 def, 18 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+3 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Inferno (costing 30 power out of 80/80) : Effective talent level: 3.0 Power cost: 30 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a spell Description: Raging flames burn foes and allies alike, doing 103.79 fire damage in a radius of 5 each turn for 8 turns. The damage will increase with your Spellpower. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
masterforged voratun mail armour (9.5 def, 28 armour) masterforged voratun mail armour (9.5 def, 28 armour)Requires: - Strength 48 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +28 Defense: +9 (+3 eff.) Fatigue: +16% Changes resistances: +11% lightning / +11% darkness / +11% blight Talent cooldown: Juggernaut (-3 turns) Talents granted: +4 Burrow +1 Power Catalyst: Mind Physical save: +34 (+5 eff.) Cut immunity: +23% Pinning immunity: +23% Stun/Freeze immunity: +23% Life regen: +8.30 Maximum life: +316.00 Healing mod.: +19% A suit of armour made of mail. |
masterforged voratun mail armour (10.5 def, 35.5 armour) masterforged voratun mail armour (10.5 def, 35.5 armour)Requires: - Strength 48 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +35 Defense: +10 (+3 eff.) Fatigue: +16% Changes resistances: +11% acid / +11% darkness / +11% blight / +12% cold / +11% fire Talent cooldown: Vigorous Assault (-3 turns) Allows you to breathe in: water Physical save: +41 (+6 eff.) Cut immunity: +23% Pinning immunity: +23% Stun/Freeze immunity: +23% Life regen: +11.00 Stamina each turn: +1.70 Maximum life: +299.00 A suit of armour made of mail. |
masterforged voratun mail armour (9.5 def, 28 armour) masterforged voratun mail armour (9.5 def, 28 armour)Requires: - Strength 48 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +28 Defense: +9 (+3 eff.) Fatigue: +16% Changes resistances: +15% light / +11% blight / +24% fire / +11% cold / +26% darkness Talent cooldown: Dirty Fighting (-1 turn) Talents granted: +3 Waters of Life +1 Power Catalyst: Mind Physical save: +34 (+5 eff.) Cut immunity: +23% Pinning immunity: +23% Stun/Freeze immunity: +23% Life regen: +4.50 Maximum life: +247.00 A suit of armour made of mail. |
masterforged voratun mail armour (9.5 def, 31 armour) masterforged voratun mail armour (9.5 def, 31 armour)Requires: - Strength 48 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +31 Defense: +9 (+3 eff.) Fatigue: +16% Changes stats: +5 Str / +6 Con Changes resistances: +11% acid / +11% cold / +11% arcane Talent cooldown: Infernal Impact (-1 turn) Talent granted: +1 Second Wind Physical save: +40 (+6 eff.) Cut immunity: +23% Pinning immunity: +23% Stun/Freeze immunity: +23% Life regen: +8.50 Maximum life: +474.00 Healing mod.: +30% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. radiant voratun mail armour (5 def, 10 armour)radiant voratun mail armour (5 def, 10 armour) Requires: - Strength 48 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 12 light Changes stats: +5 Wil Changes resistances: +28% blight / +28% darkness Light radius: +2 A suit of armour made of mail. |
Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +10% Changes stats: +2 Str / +2 Con Maximum encumbrance: +20 Knockback immunity: +10% Life regen: +0.70 Stamina each turn: +0.70 Maximum life: +45.00 Maximum stamina: +43.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Death's Embrace (18 def, 18 armour) Death's Embrace (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+5 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+2 eff.) Healing mod.: -15% It can be used to turn yourself invisible (power 50, based on Cunning and Magic) for 10 turns, costing 30 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Lunar Shield (12 def, 7 armour, 250 block) Lunar Shield (12 def, 7 armour, 250 block)Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +7 Defense: +12 (+4 eff.) Ranged Defense: +5 (+1 eff.) Fatigue: +2% Changes resistances: +25% darkness Changes damage: +15% darkness Talent masteries: +0.20 Celestial / Star fury +0.10 Celestial / Twilight Talent granted: +5 Block Spellpower: +10 (+2 eff.) Light radius: +1 Talent on hit(spell): Moonlight Ray (10% chance level 2). A large section of chitin removed from Nimisil. It continues to give off a strange white glow. |
Piercing Gaze (5 def, 25 armour, 180 block) Piercing Gaze (5 def, 25 armour, 180 block)Requires: - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +25 Defense: +5 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +12% Changes resistances: +10% acid / +10% physical / +10% lightning / +10% fire Talent granted: +4 Block Special effect on block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
Unsetting Sun (16 def, 20 armour, 280 block) Unsetting Sun (16 def, 20 armour, 280 block)Requires: - Strength 40 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 It is part of a set of items. Glows brightly in the light of dawn. When wielded/worn: Armour: +20 Defense: +16 (+5 eff.) Ranged Defense: +17 (+4 eff.) Fatigue: +14% Changes resistances: +30% blight / +30% darkness Talent granted: +5 Block Spell save: +19 (+3 eff.) Light radius: +2 When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
masterforged flaming voratun shield of mind resistance (+11%) (16 def, 15.5 armour, 239 block) masterforged flaming voratun shield of mind resistance (+11%) (16 def, 15.5 armour, 239 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +15 Defense: +16 (+5 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage (Melee): 8 fire Damage when hit (Melee): 16 fire Changes resistances: +11% acid / +16% mind / +11% nature / +11% light Talent cooldown: Track (-2 turns) Talents granted: +2 Banish +5 Block Spell save: +37 (+5 eff.) Disarm immunity: +23% Knockback immunity: +23% Handheld deflection devices. |
masterforged stralite shield (15.5 def, 15.5 armour, 164.5 block) masterforged stralite shield (15.5 def, 15.5 armour, 164.5 block)Requires: - Strength 35 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +15 Defense: +15 (+5 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +14% Damage when hit (Melee): 34 fire / 4 physical Changes stats: +5 Str Changes resistances: +18% fire / +11% light / +11% cold Talent cooldown: Juggernaut (-3 turns) Talents granted: +1 Elemental Harmony +4 Block Critical mult.: +5.00% Spell save: +41 (+6 eff.) Disarm immunity: +23% Knockback immunity: +23% Stamina each turn: +0.20 Heals friendly targets nearby when you use a nature summon: +30 Handheld deflection devices. |
9 agate 9 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
279 alchemist agate 279 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
14 onyx 14 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Wyrm Bile Wyrm BileInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / blood It can be used to drink the vile fluid. A vial of thick, lumpy fluid. Who knows what this will do to you if you drink it? |
11 aquamarine 11 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 lapis lazuli 9 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
17 opal 17 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 sapphire 10 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
21 topaz 21 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Ivetta the Shadowbloom (dig speed 31 turns) Ivetta the Shadowbloom (dig speed 31 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +5 Str / +2 Mag Changes resistances: +12% nature / +3% darkness Changes damage: +7% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 (+1 eff.) Spell save: +7 (+0 eff.) Mental save: +7 (+1 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Zerofang (dig speed 5 turns) Zerofang (dig speed 5 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +11.0% Armour: +4 Defense: +8 (+3 eff.) Damage when hit (Melee): 4 blight Changes stats: +12 Str / +12 Wil Changes resistances: +8% physical Changes damage: +3% arcane Critical mult.: +15.00% Spell save: +20 (+3 eff.) Vim when firing critical spell: +1.00 Maximum life: +38.00 Maximum stamina: +24.00 Spellpower: +4 (+1 eff.) Mental crit. chance: +15% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
17 emerald 17 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
16 jade 16 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 spinel 8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
13 turquoise 13 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Gerab the brass lantern Gerab the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Wil / +1 Cun Grants telepathy: Demon/Minor Demon/Major Mental save: +6 (+1 eff.) Light radius: +2 See stealth: +7 See invisible: +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Ruby Eye Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 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. |
49 alchemist bloodstone 49 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
23 bloodstone 23 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% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
19 fire opal 19 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 garnet 10 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 ruby 11 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3) Rod of Recall (3/3)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 122 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), 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. |
This item will automatically be transmogrified when you leave the level. hateful voratun torque of kinetic psionic shield [power 173] (12 cooldown)hateful voratun torque of kinetic psionic shield [power 173] (12 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 173 for 7 turns, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 12 hate. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. quick voratun torque of charged psionic shield [power 85] (8 cooldown)quick voratun torque of charged psionic shield [power 85] (8 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 85 for 7 turns, putting all charms on cooldown for 8 turns. Torques are made by powerful psionics to store psionic powers. |
16 amethyst 16 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Void Shard Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+2 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 278.46 temporal and 265.20 darkness damage (based on Magic), costing 12 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
14 diamond 14 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
15 moonstone 15 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
25 pearl 25 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 When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
16 quartz 16 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
15 amber 15 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 ametrine 7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 zircon 12 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Veril The Inquisitor the Dwarf Adventurer level 29
23rd Shortage 122nd year of Ascendancy at 13:05 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Veril The Inquisitor the Dwarf Adventurer level 47
13rd Iron 123rd year of Ascendancy at 21:27 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Veril The Inquisitor the Dwarf Adventurer level 29
20th Shortage 122nd year of Ascendancy at 23:36 see stats
Are you out of your mind?! (Nightmare (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Veril The Inquisitor the Dwarf Adventurer level 32
11st Iron 123rd year of Ascendancy at 05:52 see stats
Atamathoned! (Nightmare (Adventure) difficulty)
Killed the giant golem Atamathon after foolishly reactivating it.By Veril The Inquisitor the Dwarf Adventurer level 50
14th Gold 123rd year of Ascendancy at 17:43 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Veril The Inquisitor the Dwarf Adventurer level 50
22nd Gold 123rd year of Ascendancy at 15:28 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Veril The Inquisitor the Dwarf Adventurer level 31
30th Shortage 122nd year of Ascendancy at 19:46 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Veril The Inquisitor the Dwarf Adventurer level 21
6th Dearth 122nd year of Ascendancy at 21:03 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Veril The Inquisitor the Dwarf Adventurer level 6
25th Voratun 122nd year of Ascendancy at 21:45 see stats
Demonic Invasion (Nightmare (Adventure) difficulty)
Stopped a demonic invasion by closing their portal.By Veril The Inquisitor the Dwarf Adventurer level 50
16th Stralite 123rd year of Ascendancy at 20:20 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Veril The Inquisitor the Dwarf Adventurer level 30
28th Shortage 122nd year of Ascendancy at 01:28 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Veril The Inquisitor the Dwarf Adventurer level 50
39th Steel 123rd year of Ascendancy at 06:55 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Veril The Inquisitor the Dwarf Adventurer level 22
7th Dearth 122nd year of Ascendancy at 22:51 see stats
Evil denied (Nightmare (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Veril The Inquisitor the Dwarf Adventurer level 50
23rd Stralite 123rd year of Ascendancy at 03:46 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Veril The Inquisitor the Dwarf Adventurer level 20
17th Wealth 122nd year of Ascendancy at 19:15 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Veril The Inquisitor the Dwarf Adventurer level 17
27th Profit 122nd year of Ascendancy at 17:33 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Veril The Inquisitor the Dwarf Adventurer level 50
17th Stralite 123rd year of Ascendancy at 16:02 see stats
Guiding Hand (Nightmare (Adventure) difficulty)
Saved all escorted adventurers.By Veril The Inquisitor the Dwarf Adventurer level 25
16th Dearth 122nd year of Ascendancy at 15:26 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Veril The Inquisitor the Dwarf Adventurer level 15
23rd Profit 122nd year of Ascendancy at 12:17 see stats
I cleared the room of death and all I got was this lousy achievement! (Nightmare (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Veril The Inquisitor the Dwarf Adventurer level 46
11st Iron 123rd year of Ascendancy at 13:33 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Veril The Inquisitor the Dwarf Adventurer level 10
6th Profit 122nd year of Ascendancy at 09:22 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Veril The Inquisitor the Dwarf Adventurer level 20
16th Wealth 122nd year of Ascendancy at 11:25 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Veril The Inquisitor the Dwarf Adventurer level 30
26th Shortage 122nd year of Ascendancy at 02:08 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Veril The Inquisitor the Dwarf Adventurer level 40
11st Iron 123rd year of Ascendancy at 10:35 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Veril The Inquisitor the Dwarf Adventurer level 50
16th Steel 123rd year of Ascendancy at 16:25 see stats
Lucky Girl (Nightmare (Adventure) difficulty)
Saved Melinda again and invited her to the Fortress to cure her.By Veril The Inquisitor the Dwarf Adventurer level 50
29th Steel 123rd year of Ascendancy at 18:44 see stats
Oozemancer (Nightmare (Adventure) difficulty)
Destroyed the corrupted oozemancer.By Veril The Inquisitor the Dwarf Adventurer level 50
16th Steel 123rd year of Ascendancy at 16:36 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Veril The Inquisitor the Dwarf Adventurer level 50
17th Stralite 123rd year of Ascendancy at 06:28 see stats
Pest Control (Nightmare (Adventure) difficulty)
Killed 1000 reproducing vermin.By Veril The Inquisitor the Dwarf Adventurer level 50
18th Steel 123rd year of Ascendancy at 01:36 see stats
Race through fire (Nightmare (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Veril The Inquisitor the Dwarf Adventurer level 48
30th Iron 123rd year of Ascendancy at 07:17 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Veril The Inquisitor the Dwarf Adventurer level 49
15th Steel 123rd year of Ascendancy at 17:31 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Veril The Inquisitor the Dwarf Adventurer level 27
33rd Dearth 122nd year of Ascendancy at 18:08 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Veril The Inquisitor the Dwarf Adventurer level 30
26th Shortage 122nd year of Ascendancy at 17:15 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Veril The Inquisitor the Dwarf Adventurer level 20
16th Wealth 122nd year of Ascendancy at 14:27 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Veril The Inquisitor the Dwarf Adventurer level 31
28th Shortage 122nd year of Ascendancy at 03:30 see stats
Slimefest (Nightmare (Adventure) difficulty)
Have 100 walls on the sludgenest turn into hostile creatures.By Veril The Inquisitor the Dwarf Adventurer level 50
18th Steel 123rd year of Ascendancy at 01:28 see stats
Squadmate (Nightmare (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Veril The Inquisitor the Dwarf Adventurer level 5
20th Voratun 122nd year of Ascendancy at 10:35 see stats
Tactical master (Nightmare (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Veril The Inquisitor the Dwarf Adventurer level 50
23rd Stralite 123rd year of Ascendancy at 03:45 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Veril The Inquisitor the Dwarf Adventurer level 45
11st Iron 123rd year of Ascendancy at 13:25 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Veril The Inquisitor the Dwarf Adventurer level 7
3rd Acquisition 122nd year of Ascendancy at 18:35 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Veril The Inquisitor the Dwarf Adventurer level 50
17th Stralite 123rd year of Ascendancy at 06:21 see stats
The Sun Still Shines (Nightmare (Adventure) difficulty)
Aeryn survived the last battle.By Veril The Inquisitor the Dwarf Adventurer level 50
23rd Stralite 123rd year of Ascendancy at 03:46 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Veril The Inquisitor the Dwarf Adventurer level 11
9th Profit 122nd year of Ascendancy at 23:46 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Veril The Inquisitor the Dwarf Adventurer level 49
1st Steel 123rd year of Ascendancy at 21:21 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Veril The Inquisitor the Dwarf Adventurer level 30
27th Shortage 122nd year of Ascendancy at 05:11 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Veril The Inquisitor the Dwarf Adventurer level 20
5th Dearth 122nd year of Ascendancy at 10:32 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Veril The Inquisitor the Dwarf Adventurer level 28
20th Shortage 122nd year of Ascendancy at 10:29 see stats
Log
Aelwthout deactivates Precise Strikes.
Aelwthout deactivates Rapid Shot.
Aelwthout deactivates Chant of Fortitude.
Aelwthout stops regenerating health quickly.
Aelwthout deactivates Intuitive Shots.
Aelwthout is no longer evading attacks.
Aelwthout deactivates Slow Motion.
Aelwthout slows down.
Veril The Inquisitor deactivates Arcane Combat.
Veril The Inquisitor slows down.
Veril The Inquisitor deactivates Lucid Dreamer.
Veril The Inquisitor is free from the acid.
Veril The Inquisitor is no longer surging arcane power.
Veril The Inquisitor no longer revels in blood quite so much.
Veril The Inquisitor is moving less freely.
Veril The Inquisitor deactivates Arcane Feed.
Veril The Inquisitor deactivates Stone Skin.
Veril The Inquisitor deactivates Crystalline Focus.
Veril The Inquisitor deactivates Beyond the Flesh.
Veril The Inquisitor deactivates Arcane Power.
Veril The Inquisitor deactivates Augmentation.
Veril The Inquisitor deactivates Elemental Harmony.
Veril The Inquisitor deactivates Wild Growth.
Aewith deactivates Chant of Fortitude.
Aewith deactivates Intuitive Shots.
Aewith deactivates Rapid Shot.
Aewith deactivates Precise Strikes.
Aewith deactivates Slow Motion.
Aewith is no longer transformed.
Aewith aims less carefully.
