Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 Adventure |
Sex | Male |
Race | Krog |
Class | Marauder |
Level / Exp | 50 / 2495% |
Size | big |
Lifes / Deaths | Killed by ZenThug's Inner Demon at level 50 on the 7th Pyre 124th year of Ascendancy at 08:53 4 / 3Killed by ZenThug's Inner Demon at level 50 on the 8th Pyre 124th year of Ascendancy at 05:50 Killed by The One That Writes at level 50 on the 8th Pyre 124th year of Ascendancy at 07:47 |
Antimagic | Follower |
Primary Stats
Strength | 101 (base 64) |
Dexterity | 89 (base 60) |
Constitution | 44 (base 26) |
Magic | 31 (base 14) |
Willpower | 93 (base 62) |
Cunning | 76 (base 35) |
Resources
Life | 1935/1935 |
Stamina | 510/510 |
Equilibrium | 30 |
Healing Factor | 1.7855007465518 |
Regeneration | 65.293057068994 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 5 |
See Stealth | 44.662885136509 |
See Invisible | 44.662885136509 |
Offense: Mainhand
Damage | 181 |
Accuracy | 84 |
Crit Chance | 123% |
APR | 26 |
Speed | 1.00 |
Offense: Offhand
Damage | 153 |
Accuracy | 84 |
Crit Chance | 121% |
APR | 26 |
Speed | 1.00 |
Offense: Spell
Spellpower | 33 |
Crit Chance | 42% |
Speed | 1 |
Offense: Mind
Mindpower | 70 |
Crit Chance | 62% |
Speed | 1 |
Offense: Damage Bonus
Acid | +33% |
Blight | +21% |
Arcane | +27% |
Cold | +42% |
All | +15% |
Lightning | +45% |
Physical | +84% |
Mind | +36% |
Darkness | +60% |
Offense: Damage Penetration
Acid | +20% |
Blight | +5% |
Arcane | +10% |
Mind | +10% |
All | 0% |
Lightning | +5% |
Physical | +109% |
Darkness | +41% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 52.312837027615 (38.594633868923%) |
Defense | 66 |
Ranged Defense | 66 |
Fatigue | 0 |
Physical Save | 42 |
Spell Save | 44 |
Mental Save | 54 |
Defense: Resistances
Acid | + 48%( 70%) |
Blight | + 39%( 70%) |
Arcane | + 43%( 70%) |
Cold | + 63%( 70%) |
All | + 37%( 70%) |
Darkness | + 45%( 70%) |
Light | + 46%( 70%) |
Temporal | + 43%( 70%) |
Physical | + 50%( 70%) |
Lightning | + 50%( 70%) |
Mind | + 60%( 70%) |
Nature | + 41%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Disarm Resistance | 35% |
Instadeath Resistance | 100% |
Confusion Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 646 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 35% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 242 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 698% 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. |
Class Talents
Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Technique / Bloodthirst | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Duelist | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 1/5 |
Technique / Battle tactics | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Technique / Throwing knives | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Trained Reactions |
talent | Antimagic Shield |
beneficial effect | You have the ingredients for the following alchemist elixirs: The Brotherhood of Alchemists· Marus of Elvala's elixir of mastery · Agrimley the hermit's elixir of focus |
beneficial effect | Parrying melee and ranged attacks: Has a 78% chance to deflect up to 38 damage from the next 2.8 attack(s). Parried attacks cannot crit. Parrying |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | 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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lone alchemist from death by ZenThug's Inner Demon. Escort: lone alchemist (level 3 of Dreadfell) | failed |
You failed to protect the lost defiler from death by faeros. Escort: lost defiler (level 2 of Daikara) | failed |
You failed to protect the lost tinker from death by Adoleldaba the large white snake. Escort: lost tinker (level 3 of Old Forest) | failed |
You failed to protect the lost warrior from death by Bethysekira the ghast. Escort: lost warrior (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | done |
You failed to protect the repented thief from death by Silyra the snow giant. Escort: repented thief (level 6 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Dreadfell. Escort: temporal explorer (level 2 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Strength by +5. | 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 3397. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed sandworm tooth. * You've found the needed pouch of faeros ash. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed vial of wight ectoplasm. * You've found the needed ritch stinger. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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 within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of voratun boots 'Mayirenn' (15 def, 23 armour) pair of voratun boots 'Mayirenn' (15 def, 23 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Physical crit. chance: +9.2% Physical power: +15 (+3 eff.) Armour: +23 Defense: +15 (+4 eff.) Fatigue: +4% Changes stats: +6 Cun / +6 Wil Changes resistances penetration: +29% physical Critical mult.: +22.89% Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+5 eff.) Stamina each turn: +3.43 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Poresewe the dwarven lantern Poresewe the dwarven lanternInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +9 (+1 eff.) Damage when hit (Melee): 6 acid Changes stats: +1 Dex / +6 Wil Changes resistances: +9% acid / +2% physical Changes resistances penetration: +10% physical Changes damage: +9% acid / +3% physical Critical mult.: +20.00% Maximum life: +69.00 Light radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Halorain the linen wizard hat (21 def, 4 armour) =Swap to this max stun= Halorain the linen wizard hat (21 def, 4 armour) =Swap to this max stun=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +4 Defense: +21 (+5 eff.) Changes stats: +4 Cun / +4 Wil Stamina each turn: +3.00 Only die when reaching: -40.00 life Maximum stamina: +30.00 Mindpower: +4 (+1 eff.) A pointy cloth hat, very wizardly... |
On hands | Squalorimmortal the voratun gauntlets (0 def, 8 armour) Squalorimmortal the voratun gauntlets (0 def, 8 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +17 (+3 eff.) Physical crit. chance: +13.0% Armour: +8 Fatigue: +5% Damage when hit (Melee): 2 nature Changes stats: +6 Dex Changes resistances: +6% nature / +9% acid Changes resistances penetration: +5% acid Changes damage: +9% acid Critical mult.: +15.00% Mental save: +12 (+4 eff.) Maximum life: +51.00 Spell crit. chance: +18% Mental crit. chance: +13% When used to modify unarmed attacks: Base power: 44.5 - 62.3 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +18 Armour Penetration: +15 Crit. chance: +30.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Bleakwilter [power 4] (21 cooldown) Bleakwilter [power 4] (21 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +6.0% Armour: +6 Changes stats: +3 Dex Changes resistances: +12% light Changes resistances penetration: +25% physical Changes damage: +15% darkness Only die when reaching: -40.00 life It can be used to remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 21 turns. When used: * Increase all damage penetration by 25% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | steel ring 'Gluriama' steel ring 'Gluriama'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +5 (+1 eff.) Changes stats: +6 Str / +4 Dex / +6 Con Changes resistances: +3% light / +5% arcane Spell save: +12 (+4 eff.) Life regen: +7.00 Maximum life: +46.00 Healing mod.: +12% Rings make your fingers look great! |
On fingers | painweaver's voratun ring of life painweaver's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +17 (+3 eff.) Changes damage: +6% all Life regen: +15.00 Maximum life: +64.00 Spellpower: +15 (+7 eff.) Mindpower: +19 (+4 eff.) Healing mod.: +20% Rings make your fingers look great! |
Around neck | Gloledhevena the Blacknail Gloledhevena the BlacknailInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +2 Wil Changes resistances: +37% mind / +12% darkness Changes resistances penetration: +26% darkness Changes damage: +21% mind Critical mult.: +20.00% Confusion immunity: +44% Mindpower: +15 (+3 eff.) Mental crit. chance: +5% Amulets make your neck look great! |
In main hand | voratun waraxe 'Greenwoe' (52-73 power, 6 apr) voratun waraxe 'Greenwoe' (52-73 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 52.0 - 72.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 68% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +12 acid Damage (radius 2) on crit: +8 acid When wielded/worn: Physical crit. chance: +7.0% Physical power: +12 (+2 eff.) Changes stats: +5 Con Changes resistances penetration: +15% acid / +13% physical / +15% nature Disarm immunity: +35% One-handed war axes. |
Around waist | Hehell the drakeskin leather belt Hehell the drakeskin leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +11.0% Changes stats: +8 Cun / +5 Dex Changes resistances penetration: +10% mind / +17% physical Changes damage: +25% physical Life regen: +2.60 Mindpower: +20 (+5 eff.) Mental crit. chance: +15% Healing mod.: +22% A belt that goes around your waist. |
In off hand | Arcsage (52-72 power, 6 apr) Arcsage (52-72 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 51.5 - 72.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Wound the target dealing 307 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +12 lightning / +8 temporal Damage (radius 2) on crit: +12 lightning When wielded/worn: Armour penetration: +13 Physical crit. chance: +28.0% Physical power: +13 (+2 eff.) Changes resistances: +6% lightning / +9% temporal Changes resistances penetration: +5% lightning Critical mult.: +32.00% Sharp, long, and deadly. |
Cloak | thick elven-silk cloak of the hunter (3 def, 11 armour) thick elven-silk cloak of the hunter (3 def, 11 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +31 (+6 eff.) Armour: +11 Defense: +3 (+1 eff.) Fatigue: -10% Changes resistances: +28% cold Maximum life: +95.00 Maximum stamina: +36.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | elven-silk robe 'Ivyba' (0 def, 0 armour) elven-silk robe 'Ivyba' (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 18 Changes stats: +7 Str / +8 Mag / +6 Wil / +7 Cun Changes resistances: +15% lightning / +3% blight / +13% cold / +5% arcane / +15% all Changes resistances penetration: +5% blight / +15% physical / +10% arcane / +15% darkness Changes damage: +30% lightning / +41% physical / +30% darkness / +6% blight / +27% cold / +12% arcane Critical mult.: +17.00% Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +4.00 Maximum hate: +13.00 Mindpower: +7 (+1 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
This item will automatically be transmogrified when you leave the level. heroism infusion (die at -595; dur 9; cd 34)heroism infusion (die at -595; dur 9; cd 34) 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: 34 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 9 turns. While Heroism is active, you will only die when reaching -595 life. The duration and life will increase by 1% for every 1% life you have lost (currently 595 life, 9 duration) If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the duelist (die at -910; dur 8; cd 35) heroism infusion of the duelist (die at -910; dur 8; cd 35)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: 35 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -910 life. The duration and life will increase by 1% for every 1% life you have lost (currently 910 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity 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. |
This item will automatically be transmogrified when you leave the level. regeneration infusion of the duelist (heal 817; 13 cd)regeneration infusion of the duelist (heal 817; 13 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 817 life over 5 turns. Its effects scale with your Dexterity 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. Press to compare to your current inscriptions |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
stabilizing copper amulet of constitution (+3) =con= stabilizing copper amulet of constitution (+3) =con=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% temporal Pinning immunity: +20% Knockback immunity: +22% Amulets make your neck look great! |
Fanged Collar Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-3 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. |
Carrionsnake the voratun amulet Carrionsnake the voratun amuletCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +20 Fatigue: -9% Damage when hit (Melee): 6 mind Changes stats: +9 Dex / +10 Wil / +12 Cun / +10 Con Changes resistances penetration: +20% nature Critical mult.: +20.00% Mental save: +13 (+4 eff.) Confusion immunity: +15% Life regen: +5.00 Stamina each turn: +1.30 Maximum hate: +6.00 Mindpower: +15 (+3 eff.) Movement speed: +10% Amulets make your neck look great! |
Halebers the Darkstinger Halebers the DarkstingerInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +2 Dex / +14 Wil / +9 Con Changes resistances: +12% darkness Changes resistances penetration: +5% cold Mental save: +26 (+8 eff.) Confusion immunity: +43% Mindpower: +26 (+6 eff.) Light radius: +1 See invisible: +6 Amulets make your neck look great! |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 9 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. |
sneakthief's copper ring of perseverance =Cun= sneakthief's copper ring of perseverance =Cun=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +5 Cun / +5 Dex Stun/Freeze immunity: +23% Life regen: +2.00 Rings make your fingers look great! |
Hellsstoker the steel ring =Cun= Hellsstoker the steel ring =Cun=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Damage when hit (Melee): 10 fire Changes stats: +6 Dex / +3 Wil / +6 Cun Changes damage: +6% fire Spell save: +6 (+2 eff.) Mana each turn: +0.08 Maximum mana: +100.00 Spellpower: +10 (+5 eff.) Rings make your fingers look great! |
Nightsong =Cun= Nightsong =Cun=Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 41 power out of 50/50) : Effective talent level: 2.0 Power cost: 41 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Olynarisagund =Con= Olynarisagund =Con=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Defense: +10 (+3 eff.) Changes stats: +8 Dex / +7 Con Changes resistances: +6% mind / +9% nature Physical save: +14 (+5 eff.) Spell save: +15 (+5 eff.) Infravision radius: +3 Rings make your fingers look great! |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+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. |
Writhing Ring of the Hunter Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
stralite Petrified Wood ring =Con= stralite Petrified Wood ring =Con=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +11% blight / +10% cold / +34% nature / +10% darkness Reduces incoming crit damage: 23.00% Poison immunity: +17% Disease immunity: +18% Rings make your fingers look great! |
Awakened Staff of Absorption (60-72 power, 60 apr, lightning element) Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)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 (+18 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 164 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." |
This item will automatically be transmogrified when you leave the level. dragonbone vilestaff of protection (30-36 power, 6 apr, darkness element)dragonbone vilestaff of protection (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 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 resistances: +15% darkness Changes damage: +30% darkness Talent granted: +1 Command Staff Spellpower: +15 (+7 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. plaguebringer's voratun longsword (42-58 power, 6 apr)plaguebringer's voratun longsword (42-58 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 41.5 - 58.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 18 Damage (Melee): +20 blight When wielded/worn: Disease immunity: +35% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. truestriking voratun longsword of evisceration (40-56 power, 6 apr)truestriking voratun longsword of evisceration (40-56 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Wound the target dealing 307 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +25 (+5 eff.) Armour penetration: +13 Physical crit. chance: +14.0% Physical power: +13 (+2 eff.) Changes resistances penetration: +15% physical Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. voratun longsword of evisceration (41-57 power, 6 apr)voratun longsword of evisceration (41-57 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Wound the target dealing 307 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +8.0% Physical power: +15 (+3 eff.) Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. elemental voratun mace of enduring (44-62 power, 6 apr)elemental voratun mace of enduring (44-62 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 44.5 - 62.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 57 acid damage (1/turn) When wielded/worn: Changes stats: +12 Con / +15 Wil Changes resistances penetration: +28% acid Changes damage: +29% acid Maximum life: +110.00 Blunt and deadly. |
Coalwake (40-55 power, 6 apr) Coalwake (40-55 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 21% chance to reduce damage dealt by 31% * 21% chance to reduce strength, dexterity, and constitution by 18 Damage (Melee): +20 blight When wielded/worn: Accuracy: +26 (+5 eff.) Armour penetration: +15 Defense: +12 (+3 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 31% Changes stats: +13 Con / +11 Wil Changes resistances penetration: +13% all Changes damage: +6% darkness Disarm immunity: +40% Maximum life: +77.00 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. blazebringer's voratun waraxe of erosion (39-55 power, 6 apr)blazebringer's voratun waraxe of erosion (39-55 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +20 nature Damage (radius 2) on crit: +62 fire When wielded/worn: Changes resistances penetration: +25% fire Global speed: +11% One-handed war axes. |
voratun waraxe 'Strikebright' (41-57 power, 6 apr) voratun waraxe 'Strikebright' (41-57 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 57 damage Damage (radius 1) on hit: +8 lightning When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +5 Changes stats: +8 Con / +9 Wil Changes resistances penetration: +20% mind / +8% all Maximum life: +57.00 Maximum psi: +30.00 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. creative living mindstar of disruption (16-18 power, 40 apr, mind damage)creative living mindstar of disruption (16-18 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 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: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +30% Unnatural When wielded/worn: Changes stats: +8 Cun Talent granted: +1 Attune Mindstar Critical mult.: +20.00% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. dragonbone longbow of enduringdragonbone longbow of enduring Requires: - Dexterity 48 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Changes stats: +23 Con / +23 Wil Maximum life: +165.00 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. runic dragonbone longbow of acidrunic dragonbone longbow of acid Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 5). Damage (Ranged): +26 acid When wielded/worn: Changes stats: +11 Mag Changes damage: +20% arcane / +33% acid Spellpower: +23 (+10 eff.) Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. steady drakeskin leather sling of firesteady drakeskin leather sling of fire Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Damage (Ranged): +20 fire When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +6.0% Changes damage: +22% fire Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. psychokinetic quiver of dragonbone arrows of wind (22/22, 56-78 power, 18 apr)psychokinetic quiver of dragonbone arrows of wind (22/22, 56-78 power, 18 apr) Requires: - Dexterity 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 55.5 - 77.7 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +3.0% Capacity: 22 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 266 physical damage * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 219 physical damage Travel speed: +200% Damage (Ranged): +48 physical Arrows are used with bows to pierce your foes to death. |
stormwoven silk robe (0 def, 0 armour) =Will= stormwoven silk robe (0 def, 0 armour) =Will=Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +5 Str / +6 Mag / +7 Wil Changes resistances: +7% lightning / +9% cold / +13% all Changes damage: +19% lightning / +13% physical / +15% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. focusing elven-silk robe of Angolwen (0 def, 0 armour)focusing elven-silk robe of Angolwen (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +14 Mag / +14 Wil Changes resistances: +15% all Silence immunity: +40% Mana each turn: +0.40 Psi each turn: +0.40 Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +9 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. spellwoven elven-silk robe of Angolwen (0 def, 0 armour)spellwoven elven-silk robe of Angolwen (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +6 Mag / +6 Wil Changes resistances: +15% all Spell save: +30 (+10 eff.) Silence immunity: +47% Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +25 (+10 eff.) Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. spellwoven elven-silk robe of alchemy (0 def, 0 armour)spellwoven elven-silk robe of alchemy (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +16% acid / +19% physical / +16% fire / +20% cold / +15% all Changes damage: +24% acid / +18% physical / +25% fire / +25% cold Talent cooldown: Refit Golem (-6 turns) Spell save: +25 (+8 eff.) Spellpower: +6 (+3 eff.) Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Rogue Plight (6 def, 7 armour) =Con= Rogue Plight (6 def, 7 armour) =Con=Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+2 eff.) Fatigue: +7% Changes stats: +5 Wil / +4 Con Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
nimble reinforced leather armour of the deep (23 def, 10 armour) =water breathe= nimble reinforced leather armour of the deep (23 def, 10 armour) =water breathe=Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +10 Defense: +23 (+6 eff.) Fatigue: +8% Changes stats: +7 Dex Changes resistances: +7% acid / +8% cold Allows you to breathe in: water Movement speed: +20% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. hardened voratun mail armour of fire resistance (5 def, 20 armour)hardened voratun mail armour of fire resistance (5 def, 20 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +5 (+1 eff.) Fatigue: +12% Changes resistances: +13% acid / +12% physical / +43% fire / +13% lightning / +13% cold A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. voratun plate armour of the deep (0 def, 21 armour)voratun plate armour of the deep (0 def, 21 armour) Requires: - Massive armour training - Strength 60 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +21 Fatigue: +22% Changes resistances: +14% acid / +12% cold Allows you to breathe in: water A suit of armour made of metal plates. |
noble's hardened leather belt of the giants =Cun= noble's hardened leather belt of the giants =Cun=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +4 (+0 eff.) Changes stats: +5 Cun / +5 Wil Damage against: +26% Summoned Reduced damage from: +29% Summoned Spell save: +8 (+2 eff.) Size category: +1 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. drakeskin leather belt of dampeningdrakeskin leather belt of dampening Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes resistances: +10% acid / +10% fire / +10% lightning / +9% cold A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. ravager's drakeskin leather beltravager's drakeskin leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes resistances penetration: +20% physical Changes damage: +25% physical A belt that goes around your waist. |
cashmere cloak 'Urthozor' (2 def, 0 armour) =Cun= cashmere cloak 'Urthozor' (2 def, 0 armour) =Cun=Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 10 mind Changes stats: +3 Dex / +5 Wil / +14 Cun Changes resistances penetration: +15% mind Mindpower: +15 (+3 eff.) Mental crit. chance: +14% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 58% (based on Cunning) Activation costs 41 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
miner's pair of hardened leather boots of massiveness (0 def, 6 armour) =Con= miner's pair of hardened leather boots of massiveness (0 def, 6 armour) =Con=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +6 Changes stats: +6 Str / +6 Con Changes damage: +7% physical Infravision radius: +2 Size category: +1 A pair of boots made of leather. |
pair of hardened leather boots 'Woemire' (0 def, 3 armour) =Dex= pair of hardened leather boots 'Woemire' (0 def, 3 armour) =Dex=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +8 Dex / +2 Mag / +8 Lck Changes resistances: +12% darkness Stealth bonus: +7 Equilibrium when hit: +0.08 Mindpower: +10 (+2 eff.) Light radius: +2 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of drakeskin leather boots 'Burnroar' (0 def, 5 armour)pair of drakeskin leather boots 'Burnroar' (0 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Damage when hit (Melee): 6 fire Changes stats: +2 Str / +3 Mag / +4 Wil / +4 Cun / +4 Con Changes damage: +12% fire Reduces incoming crit damage: 15.00% Physical save: +16 (+5 eff.) Mental save: +10 (+3 eff.) Silence immunity: +39% Confusion immunity: +32% Stun/Freeze immunity: +25% Infravision radius: +2 It can be used to blink to a nearby random location (rad 10) Activation puts all charms on cooldown for 21 turns. A pair of boots made of leather. |
dreamer's pair of dwarven-steel boots of massiveness (0 def, 4 armour) =Con= dreamer's pair of dwarven-steel boots of massiveness (0 def, 4 armour) =Con=Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +5 Str / +4 Wil / +4 Cun / +6 Con Changes damage: +7% physical Physical save: +9 (+3 eff.) Spell save: +7 (+2 eff.) Mental save: +10 (+3 eff.) Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)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 (+2 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 (+3 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 27 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. |
pair of voratun boots 'Betiseda' (16 def, 5 armour) pair of voratun boots 'Betiseda' (16 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +16 (+4 eff.) Fatigue: +4% Changes stats: +3 Cun / +13 Dex Changes resistances penetration: +5% arcane Life regen: +9.00 Stamina each turn: +1.20 Mana when firing critical spell: +2.09 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +40.00 Maximum stamina: +35.00 Spellpower: +15 (+7 eff.) Mental crit. chance: +5% Healing mod.: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Shockfame' (30 def, 5 armour) =Phys pen= pair of voratun boots 'Shockfame' (30 def, 5 armour) =Phys pen=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +30 (+8 eff.) Fatigue: +4% Changes stats: +9 Str / +5 Con Changes resistances penetration: +20% lightning / +20% physical It can be used to activate talent Rush, placing all other charms into a 21 cooldown : Effective talent level: 3.9 Power cost: 21 out of 25/25. Range: 9 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. reinforced pair of voratun boots of disengagement (0 def, 14 armour)reinforced pair of voratun boots of disengagement (0 def, 14 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Fatigue: +4% Changes stats: +4 Cun / +4 Dex Changes resistances: +12% acid / +14% fire / +14% lightning / +15% cold It can be used to activate talent Disengage, placing all other charms into a 13 cooldown : Effective talent level: 1.3 Power cost: 13 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 116% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+5 eff.) Maximum life: +100.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +15% Light radius: +1 When used to modify unarmed attacks: Base power: 34.0 - 47.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Armour Penetration: +18 Crit. chance: +12.0% Attack speed: 83% When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Antimagic Zone (15% chance level 3). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence Can't be worn by those with arcane powers. It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 215.90 arcane damage and stunned) Activation costs 82 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
This item will automatically be transmogrified when you leave the level. aegis elven-silk wizard hat of knowledge (3 def, 0 armour)aegis elven-silk wizard hat of knowledge (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +7 Cun / +7 Wil Life regen: +5.60 Mindpower: +5 (+1 eff.) Damage Shield Power: +15% A pointy cloth hat, very wizardly... |
warlord's hardened leather cap of might (0 def, 3 armour) =Will= warlord's hardened leather cap of might (0 def, 3 armour) =Will=Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +3 Fatigue: +3% Changes stats: +6 Str / +4 Wil / +3 Con Changes resistances: +10% physical Physical save: +5 (+2 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Glowstreak (3 def, 0 armour)Glowstreak (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +3 Wil / +11 Cun / +6 Con Changes resistances: +18% light / +12% cold Psi each turn: +0.36 Mindpower: +6 (+1 eff.) Mental crit. chance: +6% Light radius: +4 See invisible: +33 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. insulating voratun helm of absorption (0 def, 5 armour)insulating voratun helm of absorption (0 def, 5 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +13% fire / +10% cold Stamina when hit: +3.00 Equilibrium when hit: +2.40 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. insulating voratun helm of strength (+10) (0 def, 5 armour)insulating voratun helm of strength (+10) (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Str Changes resistances: +15% fire / +14% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. mindcaging voratun helm of absorption (0 def, 5 armour)mindcaging voratun helm of absorption (0 def, 5 armour) Requires: - Heavy armour training Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +25% mind Mental save: +30 (+9 eff.) Confusion immunity: +39% Stamina when hit: +2.60 Equilibrium when hit: +2.90 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 sapphire 7 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise 6 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 ruby 7 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 bloodstone 7 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 fire opal 4 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 diamond 10 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 moonstone 7 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 pearl 10 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Crystal Heart Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane 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. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
670 alchemist agate 670 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
46 alchemist bloodstone 46 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Emeloselaith =Dex= Emeloselaith =Dex=Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Dex / +3 Wil / +1 Con Changes resistances: +3% temporal / +9% nature / +3% darkness Mental save: +6 (+2 eff.) Light radius: +3 See stealth: +6 See invisible: +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
alchemist's lamp 'Tiderigor' =might be worth later= alchemist's lamp 'Tiderigor' =might be worth later=Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +25 (+6 eff.) Damage when hit (Melee): 8 cold Changes stats: +4 Con Changes resistances: +19% blight Changes resistances penetration: +20% physical Critical mult.: +20.00% Life regen: +10.00 Only die when reaching: -80.00 life Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 82 power out of 100/100. The very essence of bearness! |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 82 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
useless but awesome rock useless but awesome rockInfused by nature 0.00 Encumbrance. [Unique] Type: misc / rock It can be used to talk to your pet rock Activation costs 9 power out of 10/10. Awesome rock!!! |
Radiancebane (dig speed 14 turns) Radiancebane (dig speed 14 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 39 Damage when hit (Melee): 6 mind / 4 light Changes stats: +2 Str Changes damage: +6% light / +9% mind Maximum life: +28.00 Maximum stamina: +22.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Blazecut' (dig speed 15 turns) =Con= dwarven-steel pickaxe 'Blazecut' (dig speed 15 turns) =Con=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +6 Changes stats: +7 Str / +4 Con Changes resistances: +7% physical / +6% fire Changes resistances penetration: +10% physical Maximum life: +32.00 Maximum stamina: +24.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Chyharasus the voratun pickaxe (dig speed 11 turns) Chyharasus the voratun pickaxe (dig speed 11 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances: +3% acid Changes damage: +3% acid / +10% fire / +11% mind Reduces incoming crit damage: 10.00% Physical save: +12 (+4 eff.) Mental save: +12 (+4 eff.) Poison immunity: +20% Life regen: +4.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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. |
Rod of Recall (2/2) Rod of Recall (2/2)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 166 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
This item will automatically be transmogrified when you leave the level. quick dragonbone totem of summon tentacle [power 325] (14 cooldown)quick dragonbone totem of summon tentacle [power 325] (14 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to summon a resilient tentacle up to 5 spaces away for 8 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 970 Base Damage: 425 Armor: 50 All Resist: 50 Activation puts all charms on cooldown for 14 turns. Natural totems are made by powerful wilders to store nature power. |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By ZenThug the Krog Marauder level 40
61st Pyre 123rd year of Ascendancy at 03:58 see stats
By ZenThug the Krog Marauder level 30
45th Regrowth 123rd year of Ascendancy at 02:56 see stats
By ZenThug the Krog Marauder level 40
38th Pyre 123rd year of Ascendancy at 07:44 see stats
By ZenThug the Krog Marauder level 24
47th Haze 122nd year of Ascendancy at 12:20 see stats
By ZenThug the Krog Marauder level 44
78th Pyre 123rd year of Ascendancy at 10:56 see stats
By ZenThug the Krog Marauder level 45
3rd Mirth 123rd year of Ascendancy at 18:22 see stats
By ZenThug the Krog Marauder level 50
46th Haze 123rd year of Ascendancy at 16:17 see stats
By ZenThug the Krog Marauder level 43
73rd Pyre 123rd year of Ascendancy at 03:58 see stats
By ZenThug the Krog Marauder level 41
66th Pyre 123rd year of Ascendancy at 11:13 see stats
By ZenThug the Krog Marauder level 24
44th Haze 122nd year of Ascendancy at 00:06 see stats
By ZenThug the Krog Marauder level 16
43rd Dusk 122nd year of Ascendancy at 06:05 see stats
By ZenThug the Krog Marauder level 42
69th Pyre 123rd year of Ascendancy at 09:04 see stats
By ZenThug the Krog Marauder level 29
28th Regrowth 123rd year of Ascendancy at 15:57 see stats
By ZenThug the Krog Marauder level 30
51st Regrowth 123rd year of Ascendancy at 18:31 see stats
By ZenThug the Krog Marauder level 27
21st Regrowth 123rd year of Ascendancy at 05:16 see stats
By ZenThug the Krog Marauder level 50
5th Flare 124th year of Ascendancy at 09:39 see stats
By ZenThug the Krog Marauder level 22
21st Haze 122nd year of Ascendancy at 09:39 see stats
By ZenThug the Krog Marauder level 29
34th Regrowth 123rd year of Ascendancy at 16:06 see stats
By ZenThug the Krog Marauder level 21
16th Haze 122nd year of Ascendancy at 06:34 see stats
By ZenThug the Krog Marauder level 50
10th Mirth 124th year of Ascendancy at 00:51 see stats
By ZenThug the Krog Marauder level 30
45th Regrowth 123rd year of Ascendancy at 02:25 see stats
By ZenThug the Krog Marauder level 46
4th Mirth 123rd year of Ascendancy at 09:00 see stats
By ZenThug the Krog Marauder level 10
8th Mirth 122nd year of Ascendancy at 18:49 see stats
By ZenThug the Krog Marauder level 20
79th Dusk 122nd year of Ascendancy at 03:25 see stats
By ZenThug the Krog Marauder level 30
44th Regrowth 123rd year of Ascendancy at 03:00 see stats
By ZenThug the Krog Marauder level 40
37th Pyre 123rd year of Ascendancy at 05:26 see stats
By ZenThug the Krog Marauder level 50
62nd Dusk 123rd year of Ascendancy at 01:58 see stats
By ZenThug the Krog Marauder level 50
73rd Pyre 124th year of Ascendancy at 02:10 see stats
By ZenThug the Krog Marauder level 23
32nd Haze 122nd year of Ascendancy at 16:14 see stats
By ZenThug the Krog Marauder level 50
61st Pyre 124th year of Ascendancy at 17:39 see stats
By ZenThug the Krog Marauder level 28
26th Regrowth 123rd year of Ascendancy at 16:33 see stats
By ZenThug the Krog Marauder level 25
4th Decay 122nd year of Ascendancy at 19:08 see stats
By ZenThug the Krog Marauder level 42
69th Pyre 123rd year of Ascendancy at 13:43 see stats
By ZenThug the Krog Marauder level 50
5th Flare 124th year of Ascendancy at 09:37 see stats
By ZenThug the Krog Marauder level 30
45th Regrowth 123rd year of Ascendancy at 02:56 see stats
By ZenThug the Krog Marauder level 36
20th Pyre 123rd year of Ascendancy at 09:40 see stats
By ZenThug the Krog Marauder level 10
2nd Summertide 122nd year of Ascendancy at 03:49 see stats
By ZenThug the Krog Marauder level 30
45th Regrowth 123rd year of Ascendancy at 02:56 see stats
By ZenThug the Krog Marauder level 33
75th Regrowth 123rd year of Ascendancy at 04:09 see stats
By ZenThug the Krog Marauder level 25
6th Decay 122nd year of Ascendancy at 18:26 see stats
By ZenThug the Krog Marauder level 50
5th Flare 124th year of Ascendancy at 09:39 see stats
By ZenThug the Krog Marauder level 50
33rd Haze 123rd year of Ascendancy at 06:05 see stats
By ZenThug the Krog Marauder level 50
60th Pyre 124th year of Ascendancy at 07:25 see stats
By ZenThug the Krog Marauder level 47
8th Flare 123rd year of Ascendancy at 21:51 see stats
By ZenThug the Krog Marauder level 21
17th Haze 122nd year of Ascendancy at 09:39 see stats
By ZenThug the Krog Marauder level 14
33rd Dusk 122nd year of Ascendancy at 11:29 see stats
By ZenThug the Krog Marauder level 39
36th Pyre 123rd year of Ascendancy at 17:54 see stats
By ZenThug the Krog Marauder level 50
7th Pyre 124th year of Ascendancy at 06:04 see stats