










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Thalore |
Class | Archmage |
Level / Exp | 50 / 3615% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 51 (base 13) |
Dexterity | 55 (base 26) |
Constitution | 52 (base 9) |
Magic | 125 (base 60) |
Willpower | 98 (base 60) |
Cunning | 94 (base 66) |
Resources
Life | 1347/1347 |
Mana | 510/510 |
Healing Factor | 1.489329218765 |
Regeneration | 36.116233555052 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +87.20512205326% |
Spell | 0% |
Global | +130.07221286943% |
Vision
Sight | 10 |
Lite | 13 |
Infravision | 8 |
See Stealth | 24.989568789746 |
See Invisible | 87.080263900679 |
Offense: Mainhand
Damage | 62 |
Accuracy | 56 |
Crit Chance | 49% |
APR | 28 |
Speed | 1.00 |
Offense: Spell
Spellpower | 105 |
Crit Chance | 100% |
Speed | 1 |
Cooldown Reduction | 50 |
Offense: Mind
Mindpower | 55 |
Crit Chance | 34% |
Speed | 1 |
Offense: Damage Bonus
Acid | +21% |
Arcane | +68% |
Cold | +44% |
All | +7% |
Lightning | +141% |
Light | +24% |
Physical | +37% |
Fire | +19% |
Darkness | +22% |
Offense: Damage Penetration
Lightning | +75% |
Temporal | +50% |
Blight | +35% |
Arcane | +65% |
All | +25% |
Defense: Base
Armour (hardiness) | 11 (35.65183292883%) |
Defense | 70 |
Ranged Defense | 80 |
Fatigue | 0 |
Physical Save | 36 |
Spell Save | 51 |
Mental Save | 59 |
Defense: Resistances
Blight | + 64%( 70%) |
Arcane | + 58%( 70%) |
Cold | + 48%( 70%) |
All | + 41%( 70%) |
Physical | + 42%( 70%) |
Darkness | + 53%( 70%) |
Light | + 66%( 70%) |
Temporal | + 44%( 70%) |
Lightning | + 70%( 70%) |
Mind | + 62%( 70%) |
Fire | + 42%( 70%) |
Nature | + 53%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Poison Resistance | 26% |
Disarm Resistance | 10% |
Bleed Resistance | 20% |
Pinning Resistance | 100% |
Silence Resistance | 55% |
Instadeath Resistance | 100% |
Knockback Resistance | 46% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 1279 damage for 6 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 6 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 317 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1862% for 10 turns (302 total) and instantly restoring 93 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1033% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 14 up to 8 times. Its effects scale with your Magic stat. |
Class Talents
Spell / Meta | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Storm | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 5/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Hurricane |
talent | Chant of Fortitude |
talent | Feather Wind |
talent | Keen Senses |
talent | Arcane Shield |
talent | Arcane Power |
talent | Thunderstorm |
talent | Disruption Shield |
talent | Tempest |
talent | Aether Permeation |
talent | Essence of Speed |
talent | Spellcraft |
talent | Shielding |
talent | Phantasmal Shield |
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. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | 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 improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by orc warrior. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
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 talent Track (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 4154. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You 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 within6 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +5 Mag / +2 Wil / +1 Cun Changes resistances: +6% mind Changes damage: +6% lightning Silence immunity: +45% Confusion immunity: +44% Stun/Freeze immunity: +42% Equilibrium when hit: +0.04 Maximum hate: +4.00 Lowers spell cool-downs by: 10% Mental crit. chance: +3% Movement speed: +25% A pair of boots made of leather. |
Light source | ![]() Powered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +9 (+3 eff.) Changes stats: +2 Str / +1 Mag / +7 Wil / +8 Con Changes resistances: +13% blight / +15% darkness Critical mult.: +19.00% Maximum life: +50.00 Spellpower: +5 (+0 eff.) Spell crit. chance: +6% Light radius: +8 Infravision radius: +5 See invisible: +12 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 29 blight damage or heals 41 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +2 Dex / +7 Wil Changes resistances: +28% lightning Changes damage: +29% lightning / +12% fire / +13% cold / +13% arcane / +14% acid Reduces incoming crit damage: 15.15% Mana each turn: +0.30 Spellpower: +6 (+1 eff.) Spell crit. chance: +5% A pointy cloth hat, very wizardly... |
Tool | ![]() Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +5 Physical power: +9 (+3 eff.) Changes stats: +3 Str Changes resistances penetration: +10% arcane Changes damage: +15% darkness Critical mult.: +17.00% Spell save: +6 (+2 eff.) Mana when firing critical spell: +2.11 Spellpower: +30 (+5 eff.) Spell crit. chance: +3% Lowers spell cool-downs by: 10% Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+4 eff.) Defense: +8 (+2 eff.) Damage when hit (Melee): 4 fire Changes resistances: +5% arcane / +3% fire Changes resistances penetration: +5% arcane Changes damage: +33% arcane Mental save: +15 (+4 eff.) Confusion immunity: +43% Stun/Freeze immunity: +60% Life regen: +20.00 Maximum life: +87.00 Movement speed: +21% Healing mod.: +15% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Mag / +6 Wil Changes resistances: +8% blight / +34% light / +9% nature Changes resistances penetration: +10% arcane Changes damage: +17% light Spell save: +9 (+3 eff.) Poison immunity: +26% Disease immunity: +23% Mana when firing critical spell: +1.00 Vim when firing critical spell: +2.00 Spellpower: +22 (+3 eff.) Rings make your fingers look great! |
Around waist | ![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +6 Con Changes resistances: +9% blight Mana each turn: +0.28 Maximum life: +46.00 Maximum vim: +50.00 Spellpower: +30 (+5 eff.) A belt that goes around your waist. |
In main hand | ![]() Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 29 fire Changes stats: +5 Mag / +8 Cun / +8 Con Changes resistances: +6% nature Changes resistances penetration: +10% blight Changes damage: +30% lightning Talent granted: +1 Command Staff Critical mult.: +83.00% Mana each turn: +0.20 N.Energy each turn: +0.20 Vim when firing critical spell: +7.00 Maximum vim: +38.00 Maximum pos.energy: +10.00 Maximum neg.energy: +56.00 Spellpower: +24 (+4 eff.) Spell crit. chance: +19% See invisible: +17 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Main armor | ![]() Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +8 Str / +8 Mag / +7 Wil Changes resistances: +52% lightning / +2% physical / +6% darkness / +12% cold / +3% light / +15% all Changes damage: +57% lightning / +20% physical / +24% cold Cut immunity: +20% Disarm immunity: +10% Knockback immunity: +20% Mana each turn: +0.34 Maximum mana: +83.00 Spellpower: +25 (+4 eff.) Spell crit. chance: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +33 (+9 eff.) Defense: +3 (+1 eff.) Fatigue: -10% Changes stats: +6 Str / +6 Con Changes resistances: +6% temporal / +6% light / +6% nature Changes resistances penetration: +15% arcane Changes damage: +15% arcane Critical mult.: +25.00% Physical save: +15 (+6 eff.) Silence immunity: +10% Knockback immunity: +26% Spellpower on spell critical (stacks up to 3 times): +10 Maximum life: +219.00 Maximum mana: +99.00 Maximum stamina: +28.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +6% Healing mod.: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +17 Fatigue: -10% Effects on melee hit: * 21% chance to gain 10% of a turn (3/turn limit) Changes stats: +13 Dex / +3 Wil / +8 Cun / +9 Con Changes resistances: +30% mind Changes resistances penetration: +25% temporal Critical mult.: +20.00% Reduces incoming crit damage: 10.00% Confusion immunity: +48% Life regen: +4.00 Stamina each turn: +1.10 Light radius: +2 Movement speed: +10% Amulets make your neck look great! |
Inventory
![]() Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 94.99 physical damage and 148.37 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 843% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. 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 nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 850% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. 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 nature talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune 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 create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1179% for 10 turns (191 total) and instantly restoring 59 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 spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 256 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your 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 spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 6 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 51 up to 5 times. 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 spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 47 up to 7 times. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +16 Physical power: +9 (+3 eff.) Changes stats: +5 Cun / +4 Mag Changes resistances: +6% light Changes damage: +6% acid / +10% physical / +8% cold / +7% lightning / +7% fire Critical mult.: +17.00% Spellpower: +5 (+0 eff.) Spell crit. chance: +6% Mental crit. chance: +4% Combat speed: +10% Amulets make your neck look great! |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+6 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 4 acid Changes stats: +3 Con Changes resistances penetration: +10% lightning Changes damage: +12% lightning Physical save: +16 (+7 eff.) Blindness immunity: +19% Cut immunity: +70% Life regen: +4.00 Maximum life: +66.00 Infravision radius: +5 Sight radius: +2 See invisible: +9 Healing mod.: +25% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 295 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 36 power out of 36/36) : Effective talent level: 5.2 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (205). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 14). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +25 (+7 eff.) Changes stats: +5 Dex Changes resistances: +3% acid / +3% fire / +9% cold Poison immunity: +20% Stun/Freeze immunity: +20% Maximum mana: +40.00 Damage Shield penetration: +10% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% lightning Changes damage: +21% acid Stun/Freeze immunity: +23% Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +20.00 Spell crit. chance: +2% Amulets make your neck look great! |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+5 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 28.54 cold and 27.15 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
![]() sneakthief's voratun ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+4 eff.) Changes stats: +10 Cun / +10 Dex Rings make your fingers look great! |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Damage when hit (Melee): 6 light Changes stats: +4 Con Changes resistances: +9% blight / +2% physical / +7% nature Changes damage: +12% light Spell save: +14 (+5 eff.) Mental save: +10 (+3 eff.) Poison immunity: +23% Disease immunity: +14% Confusion immunity: +42% Maximum stamina: +40.00 Rings make your fingers look great! |
![]() Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stats: 55% Mag, 35% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+2 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 26.95 acid and 23.83 blight damage. If not cleared after five turns it will inflict 135.31 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 43% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
![]() caustic voratun greatmaul of corruption (70-104 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 69.5 - 104.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Curse of Death (20% chance level 5). Damage (radius 2) on crit: +63 acid / +62 nature When wielded/worn: Armour penetration: +21 Changes resistances penetration: +35% acid / +35% nature Massive two-handed mauls. |
![]() voratun greatmaul 'Ebonypeal' (66-99 power, 4 apr) Requires: - Strength 48 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 66.0 - 99.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 27% chance to reduce damage dealt by 27% Damage (Melee): +26 nature Damage (radius 1) on hit: +24 darkness When wielded/worn: Changes stats: +4 Wil / +7 Con Changes resistances: +27% darkness / +21% cold Changes resistances penetration: +34% darkness / +34% acid Changes damage: +12% acid Massive two-handed mauls. |
![]() quick steel greatsword of shearing (24-38 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.5 - 37.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +38 (+10 eff.) Armour penetration: +12 Changes stats: +5 Dex Changes resistances penetration: +13% all Combat speed: +10% Massive two-handed swords. |
![]() blazebringer's voratun longsword (42-59 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +81 fire When wielded/worn: Changes resistances penetration: +20% fire Global speed: +11% Sharp, long, and deadly. |
![]() warbringer's stralite longsword (35-49 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 35.0 - 49.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical power: +11 (+3 eff.) Changes stats: +6 Con Changes resistances penetration: +12% physical Disarm immunity: +30% Sharp, long, and deadly. |
![]() blazebringer's voratun mace of enduring (45-63 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 45.0 - 63.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +60 fire When wielded/worn: Changes stats: +13 Con / +13 Wil Changes resistances penetration: +25% fire Maximum life: +98.00 Global speed: +11% Blunt and deadly. |
![]() Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 Base power: 14.0 - 15.4 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 41 Damage (radius 1) on hit: +8 blight Damage (radius 2) on crit: +12 lightning When wielded/worn: Defense: +28 (+7 eff.) Damage (Melee): 14 lightning Damage when hit (Melee): 8 lightning Changes stats: +5 Str / +4 Dex / +4 Mag / +5 Wil / +5 Cun / +4 Con Changes resistances: +17% lightning Changes resistances penetration: +15% lightning Changes damage: +33% lightning / +13% cold / +6% blight / +14% physical Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Talent granted: +1 Attune Mindstar Pinning immunity: +30% Hate per kill: +3.00 Psi per kill: +4.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% It can be used to inflict 118.77 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Activation puts all charms on cooldown for 20 turns. 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. |
![]() Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +20 arcane Damage (radius 2) on crit: +16 lightning / +12 acid When wielded/worn: Changes stats: +6 Wil Changes damage: +30% lightning / +24% acid Talent granted: +1 Attune Mindstar Spell save: +5 (+2 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +3% 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. |
![]() blooming living mindstar of life (16-18 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Life regen: +2.00 Maximum life: +50.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Healing mod.: +24% Heals friendly targets nearby when you use a nature summon: +37 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. |
![]() Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+8 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +3.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +23 (+6 eff.) Physical crit. chance: +16.0% Physical power: +24 (+8 eff.) Effects on melee hit: * 20% chance to slow global speed by 61% Changes resistances: +3% acid / +6% temporal / +3% nature / +9% darkness Changes damage: +30% acid Talent granted: +1 Command Staff Spellpower: +32 (+5 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Mag / +6 Cun / +10 Con Changes resistances: +9% mind / +15% light Changes resistances penetration: +15% cold Changes damage: +30% light / +9% cold Talent granted: +1 Command Staff Critical mult.: +48.00% Confusion immunity: +21% Life regen: +2.00 N.Energy each turn: +0.20 Vim when firing critical spell: +7.00 Maximum vim: +42.00 Maximum neg.energy: +50.00 Spellpower: +15 (+2 eff.) Spell crit. chance: +17% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Dex / +5 Mag / +9 Wil Changes resistances penetration: +10% blight Changes damage: +9% blight / +30% darkness / +3% light Talent granted: +1 Command Staff Stamina each turn: +1.00 Vim when firing critical spell: +8.00 Spellpower on spell critical (stacks up to 3 times): +11 Maximum mana: +69.00 Maximum vim: +28.00 Spellpower: +38 (+6 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 10 arcane resource burn Damage (Melee): 29 fire Damage when hit (Melee): 4 nature Changes resistances: +3% temporal / +6% nature / +6% light Changes damage: +30% lightning Talent granted: +1 Command Staff Critical mult.: +57.00% Vim when firing critical spell: +5.00 Maximum vim: +36.00 Spellpower: +34 (+5 eff.) Spell crit. chance: +28% See invisible: +13 Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 41 Changes stats: +10 Mag / +10 Wil Changes resistances: +9% light / +6% darkness Changes damage: +30% physical Talent granted: +1 Command Staff Stun/Freeze immunity: +20% Knockback immunity: +10% Spellpower on spell critical (stacks up to 3 times): +11 Maximum mana: +198.00 Spellpower: +35 (+5 eff.) Spell crit. chance: +5% Healing mod.: +5% Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% Staves designed for wielders of magic, by the greats of the art. |
![]() orichalcum trident of shearing (54-86 power, 16 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 54.0 - 86.4 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +35 (+9 eff.) Armour penetration: +21 Changes resistances penetration: +21% all A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() voratun waraxe of torment (39-55 power, 6 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns One-handed war axes. |
![]() warbringer's voratun waraxe (40-56 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Physical power: +13 (+4 eff.) Changes stats: +7 Con Changes resistances penetration: +14% physical Disarm immunity: +35% One-handed war axes. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +6 Mag / +10 Wil / +4 Con Changes resistances: +5% arcane / +1% physical Changes resistances penetration: +18% physical Changes damage: +13% physical Critical mult.: +5.00% Physical save: +21 (+8 eff.) Spell crit. chance: +6% Mindpower: +6 (+2 eff.) A belt that goes around your waist. |
![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +15 Defense: +15 (+4 eff.) Changes stats: +8 Cun / +7 Wil Changes resistances: +6% mind Changes resistances penetration: +10% mind Changes damage: +15% mind / +12% fire Damage against: +40% Summoned Reduced damage from: +26% Summoned Physical save: +38 (+14 eff.) Mindpower: +12 (+4 eff.) A belt that goes around your waist. |
![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Changes stats: +4 Mag / +8 Wil / +6 Cun Changes resistances: +5% arcane Changes damage: +6% arcane Damage against: +38% Summoned Reduced damage from: +45% Summoned Critical mult.: +12.00% Physical save: +13 (+6 eff.) Mental save: +9 (+2 eff.) Confusion immunity: +20% Life regen: +4.18 Maximum vim: +20.00 Mindpower: +12 (+4 eff.) A belt that goes around your waist. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +31 (+8 eff.) Armour penetration: +14 Defense: +17 (+5 eff.) Critical mult.: +23.00% Stealth bonus: +13 Physical save: +13 (+6 eff.) Maximum life: +43.00 Maximum stamina: +30.00 Maximum vim: +30.00 Spellpower: +10 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() stormwoven elven-silk robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +8 Str / +8 Mag / +8 Wil Changes resistances: +11% blight / +12% cold / +14% lightning / +15% all Changes damage: +29% lightning / +18% physical / +28% cold Life regen: +5.30 Maximum life: +100.00 Healing mod.: +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Spellpower: +15 (+2 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 285 arcane damage based on magic in a radius of 3 around the user after any teleport. It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
![]() Balakalthorig the pair of drakeskin leather boots (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +10% lightning / +14% temporal / +12% fire / +12% cold Changes damage: +12% mind Stamina each turn: +0.30 Maximum stamina: +27.00 Mindpower: +15 (+5 eff.) Mental crit. chance: +3% A pair of boots made of leather. |
![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 41 Damage when hit (Melee): 6 light / 4 blight Changes stats: +5 Mag / +6 Wil / +5 Con Changes resistances: +3% light / +9% blight Changes resistances penetration: +10% blight / +9% physical Changes damage: +6% lightning / +12% blight Stamina each turn: +0.90 Maximum stamina: +32.00 Lowers spell cool-downs by: 10% Mindpower: +8 (+3 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 18 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+4 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() dreamer's pair of voratun boots of spellbinding (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +6 Mag / +6 Wil / +6 Cun Physical save: +13 (+6 eff.) Spell save: +15 (+5 eff.) Mental save: +12 (+3 eff.) Lowers spell cool-downs by: 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() grounding pair of drakeskin leather boots of rushing (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +4 Str / +4 Con Changes resistances: +15% lightning / +15% temporal It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() invigorating pair of drakeskin leather boots (0 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -10% Stamina each turn: +0.90 Maximum life: +39.00 Movement speed: +10% A pair of boots made of leather. |
![]() miner's pair of drakeskin leather boots of speed (0 def, 14 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Infravision radius: +2 Movement speed: +25% A pair of boots made of leather. |
![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +24 Changes stats: +10 Str / +10 Con Changes resistances: +15% acid / +3% darkness / +12% blight / +15% fire / +15% cold / +15% lightning Changes resistances penetration: +10% blight / +10% nature Changes damage: +12% nature / +10% physical Maximum life: +20.00 Maximum vim: +10.00 Infravision radius: +3 Size category: +1 A pair of boots made of leather. |
![]() pair of drakeskin leather boots of speed (0 def, 5 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Movement speed: +25% A pair of boots made of leather. |
![]() reinforced pair of voratun boots of speed (0 def, 15 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: +4% Changes resistances: +14% acid / +15% fire / +15% lightning / +13% cold Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Defense: +20 (+5 eff.) Fatigue: +3% Changes resistances: +6% blight / +10% cold / +6% temporal Allows you to breathe in: water Confusion immunity: +20% Life regen: +4.00 A cap made of leather. |
![]() Emelovena the Brightbane (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 10 blight Changes resistances: +27% fire Changes resistances penetration: +34% cold Changes damage: +15% blight / +15% arcane Spell save: +15 (+5 eff.) Mana each turn: +0.35 Spellpower: +47 (+7 eff.) Spell crit. chance: +6% Light radius: +4 A pointy cloth hat, very wizardly... |
![]() dragonslayer's drakeskin leather cap of the bounder (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Str / +9 Dex Changes resistances: +14% acid / +12% fire / +14% lightning / +15% cold It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 253.0 Physical damage. If the attack hits, the target is confused (40% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() elven-silk wizard hat 'Berogrim' (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +41 (+13 eff.) Defense: +3 (+1 eff.) Changes stats: +8 Cun / +12 Dex Changes resistances: +20% mind Changes damage: +20% mind Stamina each turn: +4.08 Light radius: +4 See invisible: +18 A pointy cloth hat, very wizardly... |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +7 Con Changes resistances: +11% fire / +11% cold A cap made of leather. |
![]() leafwalker's drakeskin leather cap of the bounder (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +9 Str / +9 Dex Changes resistances: +15% nature Spell save: +10 (+4 eff.) Maximum life: +110.00 Healing mod.: +20% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 253.0 Physical damage. If the attack hits, the target is confused (40% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() psion's elven-silk wizard hat (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +18% mind Changes damage: +17% mind Physical save: +14 (+6 eff.) Mental save: +18 (+5 eff.) Maximum psi: +38.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
![]() starseer's elven-silk wizard hat (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes damage: +15% darkness / +15% temporal / +14% light / +15% physical A pointy cloth hat, very wizardly... |
![]() voratun helm of might (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +5 Str / +5 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() cleansing iron mail armour of stability (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +12% blight / +6% physical / +12% nature Physical save: +13 (+6 eff.) A suit of armour made of mail. |
![]() enlightening voratun mail armour of lightning resistance (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +12% Changes stats: +9 Cun / +8 Wil Changes resistances: +30% lightning Mental save: +25 (+6 eff.) A suit of armour made of mail. |
![]() impenetrable voratun mail armour of clarity (5 def, 30 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +30 Defense: +5 (+2 eff.) Fatigue: +12% Changes resistances: +10% mind Mental save: +25 (+6 eff.) A suit of armour made of mail. |
![]() voratun mail armour of the deep (5 def, 16 armour) Requires: - Heavy armour training - Strength 48 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +16 Defense: +5 (+2 eff.) Fatigue: +12% Changes resistances: +15% acid / +15% cold Allows you to breathe in: water A suit of armour made of mail. |
![]() drakeskin leather armour of natural resilience (20 def, 8 armour) Requires: - Strength 20 Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Changes resistances: +20% nature / +20% blight Reduced damage from: +15% Unnatural A suit of armour made of leather. |
![]() Emunn the Blackwinnow (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Damage when hit (Melee): 4 lightning / 8 cold Changes stats: +6 Str / +6 Con Changes resistances: +21% lightning / +28% cold Changes damage: +24% darkness Maximum life: +78.00 A suit of armour made of metal plates. |
![]() impenetrable voratun plate armour of fire resistance (0 def, 33 armour) Requires: - Massive armour training - Strength 60 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +33 Fatigue: +22% Changes resistances: +26% fire A suit of armour made of metal plates. |
![]() radiant voratun plate armour (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +6 Wil Changes resistances: +30% blight / +26% darkness Light radius: +2 A suit of armour made of metal plates. |
![]() icy voratun shield of shrapnel (0 def, 10 armour, 209 block) Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +10 Fatigue: +8% Damage (Melee): 27 cold Damage when hit (Melee): 16 ice On shield block: * Cause enemies within radius 6 to bleed for 174 physical damage over 5 turns (1/turn) Talent granted: +1 Block Handheld deflection devices. |
![]() voratun shield 'Boltwild' (0 def, 22 armour, 252.40588203494 block) Requires: - Shield usage training - Strength 48 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +22 Fatigue: +8% On shield block: * Deals 233 light and fire damage to each enemy blocked Changes stats: +16 Wil Changes resistances: +12% lightning / +15% fire / +14% light / +27% cold Changes resistances penetration: +20% lightning / +30% nature Talent granted: +1 Block Infravision radius: +4 Healing mod.: +20% Handheld deflection devices. |
![]() warded voratun shield of fire resistance (+30%) (0 def, 10 armour, 210 block) Requires: - Shield usage training - Strength 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +10 Fatigue: +8% Changes resistances: +30% fire Maximum wards: +7 lightning / +6 temporal / +8 darkness / +8 fire / +8 nature / +8 blight / +8 cold / +8 arcane / +7 light Talents granted: +1 Ward +1 Block Handheld deflection devices. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +2 Str / +2 Wil Physical save: +9 (+4 eff.) Spell save: +14 (+5 eff.) Mental save: +25 (+6 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Maximum life: +57.00 Maximum mana: +80.00 Maximum hate: +4.00 Spellpower: +25 (+4 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() voratun pickaxe 'Lisylaith' (dig speed 6 turns) Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +9 (+3 eff.) Changes stats: +5 Str / +4 Con Changes resistances: +5% arcane Critical mult.: +18.00% Blindness immunity: +20% Pinning immunity: +20% Stun/Freeze immunity: +20% Maximum life: +31.00 Maximum stamina: +24.00 Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+4 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+2 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 5.2 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 82.93 cold damage and 78.90 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 9 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(149 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 749.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +5 Wil Changes resistances: +32% lightning / +9% temporal Mana when firing critical spell: +2.11 Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +105.36 Maximum vim: +50.00 Spellpower: +32 (+5 eff.) It can be used to heal yourself and all friendly characters within 10 spaces for 560 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 30% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() dragonbone wand of lightning storm 'Weepreek' [power 470] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 61% * 27% chance to reduce all saves and defense by 33 Changes resistances: +6% mind Maximum wards: +6 lightning / +6 arcane / +6 mind / +6 blight Changes resistances penetration: +10% mind / +10% cold Changes damage: +6% nature / +12% mind Talent granted: +1 Ward It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 226 lightning damage and will be dazed for 1 turn (1132 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 3 beneficial effects by 2. * Increase all damage by 27% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() evasive dragonbone wand of shielding [power 530] (20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to create a shield absorbing up to 935 damage on yourself and all friendly characters within 10 spaces for 5 turns Activation puts all charms on cooldown for 20 turns. When used: * Gain a 38% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.00 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 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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% 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.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
By Soet the Thalore Archmage level 41
2nd Pyre 123rd year of Ascendancy at 16:58 see stats
By Soet the Thalore Archmage level 50
22nd Haze 123rd year of Ascendancy at 17:40 see stats
By Soet the Thalore Archmage level 41
80th Regrowth 123rd year of Ascendancy at 07:03 see stats
By Soet the Thalore Archmage level 35
48th Regrowth 123rd year of Ascendancy at 08:27 see stats
By Soet the Thalore Archmage level 50
50th Haze 123rd year of Ascendancy at 15:31 see stats
By Soet the Thalore Archmage level 45
17th Pyre 123rd year of Ascendancy at 17:49 see stats
By Soet the Thalore Archmage level 50
11st Dusk 123rd year of Ascendancy at 11:56 see stats
By Soet the Thalore Archmage level 44
12nd Pyre 123rd year of Ascendancy at 11:49 see stats
By Soet the Thalore Archmage level 26
67th Haze 122nd year of Ascendancy at 06:38 see stats
By Soet the Thalore Archmage level 11
9th Flare 122nd year of Ascendancy at 12:43 see stats
By Soet the Thalore Archmage level 50
33rd Dusk 123rd year of Ascendancy at 14:46 see stats
By Soet the Thalore Archmage level 43
8th Pyre 123rd year of Ascendancy at 18:36 see stats
By Soet the Thalore Archmage level 32
2nd Allure 123rd year of Ascendancy at 20:10 see stats
By Soet the Thalore Archmage level 30
80th Haze 122nd year of Ascendancy at 03:39 see stats
By Soet the Thalore Archmage level 50
10th Allure 124th year of Ascendancy at 10:22 see stats
By Soet the Thalore Archmage level 23
21st Haze 122nd year of Ascendancy at 22:30 see stats
By Soet the Thalore Archmage level 37
61st Regrowth 123rd year of Ascendancy at 05:59 see stats
By Soet the Thalore Archmage level 32
4th Allure 123rd year of Ascendancy at 04:38 see stats
By Soet the Thalore Archmage level 50
57th Haze 123rd year of Ascendancy at 21:40 see stats
By Soet the Thalore Archmage level 50
33rd Dusk 123rd year of Ascendancy at 20:33 see stats
By Soet the Thalore Archmage level 29
74th Haze 122nd year of Ascendancy at 16:35 see stats
By Soet the Thalore Archmage level 46
18th Pyre 123rd year of Ascendancy at 00:04 see stats
By Soet the Thalore Archmage level 10
2nd Mirth 122nd year of Ascendancy at 04:55 see stats
By Soet the Thalore Archmage level 20
44th Dusk 122nd year of Ascendancy at 05:21 see stats
By Soet the Thalore Archmage level 30
79th Haze 122nd year of Ascendancy at 22:25 see stats
By Soet the Thalore Archmage level 40
78th Regrowth 123rd year of Ascendancy at 09:24 see stats
By Soet the Thalore Archmage level 50
4th Mirth 123rd year of Ascendancy at 04:25 see stats
By Soet the Thalore Archmage level 3
75th Pyre 122nd year of Ascendancy at 01:43 see stats
By Soet the Thalore Archmage level 50
46th Haze 123rd year of Ascendancy at 07:49 see stats
By Soet the Thalore Archmage level 25
46th Haze 122nd year of Ascendancy at 20:17 see stats
By Soet the Thalore Archmage level 50
44th Dusk 123rd year of Ascendancy at 11:41 see stats
By Soet the Thalore Archmage level 37
68th Regrowth 123rd year of Ascendancy at 05:43 see stats
By Soet the Thalore Archmage level 19
41st Dusk 122nd year of Ascendancy at 05:35 see stats
By Soet the Thalore Archmage level 43
8th Pyre 123rd year of Ascendancy at 22:21 see stats
By Soet the Thalore Archmage level 50
10th Allure 124th year of Ascendancy at 10:20 see stats
By Soet the Thalore Archmage level 10
3rd Mirth 122nd year of Ascendancy at 06:17 see stats
By Soet the Thalore Archmage level 50
34th Haze 123rd year of Ascendancy at 22:27 see stats
By Soet the Thalore Archmage level 33
16th Regrowth 123rd year of Ascendancy at 06:48 see stats
By Soet the Thalore Archmage level 50
10th Allure 124th year of Ascendancy at 10:22 see stats
By Soet the Thalore Archmage level 50
8th Dusk 123rd year of Ascendancy at 04:55 see stats
By Soet the Thalore Archmage level 47
40th Pyre 123rd year of Ascendancy at 10:19 see stats
By Soet the Thalore Archmage level 23
1st Haze 122nd year of Ascendancy at 05:21 see stats
By Soet the Thalore Archmage level 18
40th Dusk 122nd year of Ascendancy at 02:37 see stats
By Soet the Thalore Archmage level 40
79th Regrowth 123rd year of Ascendancy at 13:13 see stats
Log
High Sun Paladin Aeryn receives 920 healing.
High Sun Paladin Aeryn receives 91 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn uses Infusion: Healing.
High Sun Paladin Aeryn receives 312 healing from Infusion: Healing.
High Sun Paladin Aeryn casts Barrier.
High Sun Paladin Aeryn receives 91 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn uses Infusion: Wild.
High Sun Paladin Aeryn lessens the pain.
The shield around High Sun Paladin Aeryn crumbles.
Soet picks up (t.): sneakthief's voratun ring.
Soet picks up ( .): radiant voratun plate armour (0 def, 16 armour).
High Sun Paladin Aeryn casts Healing Light.
High Sun Paladin Aeryn receives 619 healing.
Ran for 6 turns (stop reason: interesting terrain).
Resting starts...
Rested for 140 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Soet picks up (X.): dreamer's pair of voratun boots of spellbinding (0 def, 5 armour).
Ran for 6 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 7 turns (stop reason: interesting terrain).
The furious lightning storm around Soet calms down and disappears.