Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Items Vault 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Brawler |
| Level / Exp | 50 / 2088% |
| Size | big |
| Lifes / Deaths | Killed by Mayurawen the copperhead snake at level 19 on the 47th Haze 122nd year of Ascendancy at 22:12 4 / 3Killed by Saleta the elven guard at level 27 on the 5th Decay 122nd year of Ascendancy at 18:43 Killed by Emelytira the bandit at level 45 on the 1st Mirth 123rd year of Ascendancy at 23:59 |
| Antimagic | Follower |
Primary Stats
| Strength | 2650 (base 56) |
| Dexterity | 2489 (base 61) |
| Constitution | 2808 (base 17) |
| Magic | 2428 (base 14) |
| Willpower | 2457 (base 49) |
| Cunning | 2468 (base 52) |
Resources
| Life | 12559/12555 |
| Stamina | 307/6314 |
| Equilibrium | 45 |
| Healing Factor | 1.35 |
| Regeneration | 21.049569873012 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | +35% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
Offense: Barehand
| Damage | 2504 |
| Accuracy | 315 |
| Crit Chance | 904% |
| APR | 19 |
| Speed | 0.67 |
Offense: Spell
| Spellpower | 302.1875 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Mind
| Mindpower | 319.44375 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Damage Bonus
| All | +7% |
Offense: Damage Penetration
| All | +12% |
Defense: Base
| Armour (hardiness) | 28 (30%) |
| Defense | 179.18333333333 |
| Ranged Defense | 179.18333333333 |
| Fatigue | 0 |
| Physical Save | 268.19107142857 |
| Spell Save | 255.66346153846 |
| Mental Save | 255.16346153846 |
Defense: Resistances
| All | + 22%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 51% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 302% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 5999 and cleanse 1 wound and poison effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 5944 and cleanse 1 wound and poison effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 8536% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 8905 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Finishing moves | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Grappling | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 4/5 |
| 3/5 |
| 4/5 |
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Cunning / Tactical | 1.30 |
| 2/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 2/5 |
| 5/5 |
| 1/5 |
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 5/5 |
| Technique / Combat training | 1.10 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Field control | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Conditioning | 1.10 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Wild Growth |
| talent | Precise Strikes |
| talent | Antimagic Shield |
| beneficial effect | Has a 93% chance to counter attack with a defensive throw when avoiding a melee attack, possibly throwing the target to the ground and stunning it. (11.9 throws remaining) Grappling Defensively |
| beneficial effect | Lightning Catcher has caught energy and is empowering you for +12015% lightning damage and +2403 to all stats. Caught Lightning |
| beneficial effect | Countering melee attacks: Has a 94% chance to get an automatic counter attack when avoiding a melee attack. (9.4 counters remaining) Counter Attacking |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 7 of Dreadfell. Escort: lost anorithil (level 7 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved Strength by +2. | done |
You failed to protect the temporal explorer from death by Cyrimira the snow giant thunderer. Escort: temporal explorer (level 2 of Daikara) | failed |
You failed to protect the worried loremaster from death by dolleg. Escort: worried loremaster (level 1 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +2. | done |
You failed to protect the worried loremaster from death by Mayurawen the copperhead snake. Escort: worried loremaster (level 3 of Old Forest) | failed |
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 |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | 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: 1412. | 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. | 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 the fox without your aid. Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed hummerhorn wing. * You've found the needed minotaur nose. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed pouch of faeros ash. * You've found the needed length of troll intestine. 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. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed naga tongue. * You've found the needed black mamba head. 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. | completed |
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 within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On fingers | SpeedPower Ring SpeedPower RingRequires: - Level 35 Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+1 eff.) Physical power: +15 (+1 eff.) Defense: +15 (+2 eff.) Effects on melee hit: * 47% chance to inflict damage reduction Damage when hit (Melee): 4 physical Changes stats: +9 Str / +20 Con Changes resistances: +6% darkness Changes resistances penetration: +5% physical Changes damage: +3% physical Physical save: +20 (+1 eff.) Mental save: +14 (+1 eff.) Confusion immunity: +41% Infravision radius: +3 Movement speed: +25% 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: 3.3 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 33% for 5 turns. Rings can have magical properties. This item has been sent to the Item's Vault. |
| Around waist | Lightning Catcher Lightning CatcherInfused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: +5% Changes resistances: +30% lightning Stun/Freeze immunity: +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
| On hands | Gauntlets of Life and Death (0 def, 13 armour) Gauntlets of Life and Death (0 def, 13 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Armour: +13 Damage (Melee): 14 nature / 12 physical Changes resistances: +6% acid / +9% temporal / +10% nature Changes damage: +8% nature / +10% physical Critical mult.: +15.00% Life regen: +6.00 Stamina each turn: +1.10 Psi each turn: +0.40 Spell crit. chance: +20% Mental crit. chance: +14% When used to modify unarmed attacks: Power: 143% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +18.0% Attack speed: 167% When this weapon hits: Poison Breath (10% chance level 5). When this weapon hits: Sand Breath (10% chance level 5). When this weapon hits: Second Wind (10% chance level 1). When this weapon crits: Cripple (20% chance level 5). On weapon hit: * 20% chance to blind Damage (Melee): +8 light Burst (radius 1) on hit: +11 physical Burst (radius 2) on crit: +12 physical / +15 nature / +12 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On feet | Slowdown Boots of Stats (0 def, 15 armour) Slowdown Boots of Stats (0 def, 15 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: -5% Effects on melee hit: * Slows global speed by 15% Changes stats: +9 Str / +8 Dex / +10 Con / +15 Lck Changes resistances: +3% lightning / +12% cold / +5% arcane Changes resistances penetration: +15% acid Changes damage: +8% physical Stealth bonus: +13 Stamina each turn: +0.90 Maximum life: +55.00 Infravision radius: +2 Movement speed: +10% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
| Light source | LifeLamp LifeLampRequires: - Level 35 Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +14 Changes stats: +2 Cun / +6 Con Changes resistances: +13% blight Changes resistances penetration: +10% physical / +12% all Changes damage: +9% mind / +12% physical Life regen: +6.20 Only die when reaching: -60.00 life Maximum life: +159.00 Mindpower: +4 (+0 eff.) Light radius: +6 Healing mod.: +20% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. This item has been sent to the Item's Vault. |
Inventory
healing infusion of the duelist (heal 6011) healing infusion of the duelist (heal 6011)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 6011 and cleanse 1 wound and poison effect. 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 ability. |
healing infusion of the duelist (heal 5994) healing infusion of the duelist (heal 5994)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 5994 and cleanse 1 wound and poison effect. 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 ability. |
healing infusion of the psychic (heal 5946) healing infusion of the psychic (heal 5946)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 5946 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the sneak (heal 5983) healing infusion of the sneak (heal 5983)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 5983 and cleanse 1 wound and poison effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the warrior (heal 6411) healing infusion of the warrior (heal 6411)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 6411 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the wizard (heal 5862) healing infusion of the wizard (heal 5862)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 5862 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the titan (+399 for 12 turns, die at -12406) heroism infusion of the titan (+399 for 12 turns, die at -12406)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 399 for 12 turns. While Heroism is active, you will only die when reaching -12406 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the titan (+400 for 11 turns, die at -12228) heroism infusion of the titan (+400 for 11 turns, die at -12228)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 400 for 11 turns. While Heroism is active, you will only die when reaching -12228 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the titan (+400 for 12 turns, die at -12231) heroism infusion of the titan (+400 for 12 turns, die at -12231)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 400 for 12 turns. While Heroism is active, you will only die when reaching -12231 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (8065% speed; 9 turns) movement infusion of the duelist (8065% speed; 9 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 8065% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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 ability. |
movement infusion of the warrior (8622% speed; 9 turns) movement infusion of the warrior (8622% speed; 9 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 8622% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (8351% speed; 6 turns) movement infusion of the warrior (8351% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 8351% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 8593 over 5 turns) regeneration infusion of the duelist (heal 8593 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 8593 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 ability. |
regeneration infusion of the psychic (heal 8812 over 5 turns) regeneration infusion of the psychic (heal 8812 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 8812 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 8698 over 5 turns) regeneration infusion of the psychic (heal 8698 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 8698 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 8662 over 5 turns) regeneration infusion of the psychic (heal 8662 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 8662 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 8541 over 5 turns) regeneration infusion of the sneak (heal 8541 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 8541 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 9473 over 5 turns) regeneration infusion of the warrior (heal 9473 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 9473 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 8627 over 5 turns) regeneration infusion of the wizard (heal 8627 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 8627 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 266%; cure physical) wild infusion of the duelist (resist 266%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 266% for 5 turns. Also removes cross-tier effects of the affected types for free. 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 ability. |
wild infusion of the sneak (resist 266%; cure physical) wild infusion of the sneak (resist 266%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 266% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 261%; cure physical) wild infusion of the wizard (resist 261%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 261% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of Reflection (absorb and reflect 12240 for 5 turns) Rune of Reflection (absorb and reflect 12240 for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 12240 damage for 5 turns. The effect will scale with your magic stat. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. You can see your own image mirrored in the surface of this silvery rune. |
shielding rune of the warrior (absorb 8150 for 5 turns) shielding rune of the warrior (absorb 8150 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 8150 damage for 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Scroll of Summoning (Limmir the Jeweler) Scroll of Summoning (Limmir the Jeweler)Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon, costing 1 power out of 1/1. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Garkul's Teeth Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+1 eff.) Mental save: +18 (+1 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 4.0 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 1590.39 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Shard of Insanity Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+3 eff.) Confusion immunity: -100% Mindpower: +8 (+0 eff.) It can be used to activate talent Inner Demons (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 54% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
gold amulet 'Bregyntir' gold amulet 'Bregyntir'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Con / +7 Mag Changes resistances penetration: +15% mind Talent mastery: +0.19 Cunning / Dirty fighting Mana each turn: +0.26 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +29.00 Maximum stamina: +15.00 Amulets can have magical properties. |
insulating voratun amulet of constitution (+8) insulating voratun amulet of constitution (+8)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +8 Con Changes resistances: +24% fire / +21% cold Amulets can have magical properties. |
stralite amulet 'Fulutir' stralite amulet 'Fulutir'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour penetration: +2 Damage when hit (Melee): 8 physical Changes stats: +8 Dex Changes resistances: +6% blight Changes resistances penetration: +20% physical Changes damage: +12% physical Healing mod.: +10% Amulets can have magical properties. |
voratun amulet 'Viperbile' voratun amulet 'Viperbile'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +6 (+0 eff.) Fatigue: -4% Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Str / +1 Con Changes resistances: +3% physical Changes resistances penetration: +5% nature Changes damage: +14% blight / +15% fire / +6% acid Critical mult.: +20.00% Spellpower: +15 (+1 eff.) Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 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. |
Airlash the gold ring Airlash the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +12 Changes stats: +6 Str / +1 Con Changes resistances: +6% lightning / +2% physical Life regen: +0.40 Maximum stamina: +10.00 Rings can have magical properties. |
Biletaint the gold ring Biletaint the gold ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+0 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 nature Changes stats: +6 Dex / +6 Wil / +12 Cun Changes resistances: +26% cold Changes damage: +9% blight / +13% cold Mana when firing critical spell: +2.00 Spellpower: +6 (+0 eff.) Mindpower: +8 (+0 eff.) Rings can have magical properties. |
Blastpassion the voratun ring Blastpassion the voratun ringRequires: - Level 35 Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +5 (+0 eff.) Defense: +12 (+1 eff.) Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 16 lightning Changes stats: +7 Dex / +14 Cun / +2 Con Changes resistances: +6% blight / +3% lightning Physical save: +4 (+0 eff.) Rings can have magical properties. This item has been sent to the Item's Vault. |
Bloodcaller BloodcallerRequires: - Level 25 Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-1 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. This item has been sent to the Item's Vault. |
Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Physical power: +10 (+1 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+3 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Koruhek KoruhekInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +32% nature Changes damage: +16% nature Confusion immunity: +10% Pinning immunity: +20% Stun/Freeze immunity: +30% Rings can have magical properties. |
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 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 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. |
Ulfuntir the stralite ring Ulfuntir the stralite ringInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +6 (+0 eff.) Changes stats: +9 Str / +1 Dex / +1 Mag / +5 Con Changes resistances: +32% fire Changes damage: +16% fire Reduces incoming crit damage: 10.00% Life regen: +1.30 Maximum life: +62.00 Infravision radius: +1 Healing mod.: +16% Rings can have magical properties. |
copper ring of perseverance copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +23% Life regen: +1.00 Rings can have magical properties. |
gladiator's steel ring gladiator's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+0 eff.) Changes stats: +5 Str / +6 Con Rings can have magical properties. |
gold ring 'Xerenn' gold ring 'Xerenn'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+1 eff.) Defense: +6 (+1 eff.) Damage when hit (Melee): 4 mind Changes stats: +6 Str / +3 Cun / +6 Con Changes resistances: +14% physical Changes resistances penetration: +15% mind Changes damage: +14% physical Maximum psi: +50.00 Rings can have magical properties. |
painweaver's voratun ring of blight (+17%) painweaver's voratun ring of blight (+17%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +9 (+1 eff.) Changes resistances: +17% blight Changes damage: +17% blight / +7% all Spellpower: +15 (+1 eff.) Mindpower: +14 (+1 eff.) Rings can have magical properties. |
psionicist's voratun ring of sensing psionicist's voratun ring of sensingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +9 Wil Mental save: +18 (+1 eff.) Blindness immunity: +39% Infravision radius: +5 See stealth: +22 See invisible: +18 Rings can have magical properties. |
rogue's steel ring rogue's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +3 Cun Rings can have magical properties. |
savior's stralite ring of corrosion (+34%) savior's stralite ring of corrosion (+34%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +34% acid Changes damage: +17% acid Physical save: +14 (+1 eff.) Spell save: +14 (+1 eff.) Mental save: +14 (+1 eff.) Rings can have magical properties. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
steel ring 'Himatir' steel ring 'Himatir'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes stats: +2 Con Changes resistances: +3% darkness / +6% acid Spell save: +11 (+1 eff.) Maximum stamina: +11.00 Rings can have magical properties. |
stralite ring 'Relgeregotar' stralite ring 'Relgeregotar'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +20 (+1 eff.) Physical power: +13 (+1 eff.) Changes stats: +8 Str / +8 Dex / +8 Mag / +7 Wil / +9 Con Changes resistances penetration: +10% blight Changes damage: +3% arcane Reduces incoming crit damage: 15.00% Spell save: +3 (+0 eff.) Only die when reaching: -20.00 life Spellpower: +13 (+1 eff.) Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Rings can have magical properties. |
voratun ring 'Torchnoon' voratun ring 'Torchnoon'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+1 eff.) Damage when hit (Melee): 4 fire Changes resistances penetration: +15% arcane Changes damage: +3% blight Physical save: +9 (+1 eff.) Spell save: +17 (+1 eff.) Mental save: +23 (+2 eff.) Confusion immunity: +37% Maximum vim: +30.00 Spellpower: +11 (+1 eff.) Spell crit. chance: +4% Mindpower: +10 (+1 eff.) Rings can have magical properties. |
wizard's voratun ring of darkness (+40%) wizard's voratun ring of darkness (+40%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +10 Mag Changes resistances: +40% darkness Changes damage: +20% darkness Spell save: +20 (+2 eff.) Rings can have magical properties. |
Nerywyn the Shadevault Nerywyn the ShadevaultRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). Burst (radius 1) on hit: +2 mind When wielded/worn: Changes stats: +1 Str / +7 Mag Changes resistances: +6% mind / +6% temporal Changes resistances penetration: +36% physical / +15% mind / +13% temporal Changes damage: +11% arcane / +46% physical / +6% mind / +22% temporal Talent cooldown: Arrow Stitching (-1 turn) Spellpower: +15 (+1 eff.) Longbows are used to shoot arrows at your foes. |
living mindstar 'Poredathra' (115% power, 40 apr, nature damage) living mindstar 'Poredathra' (115% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 115% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Changes resistances: +3% lightning Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Mental save: +10 (+1 eff.) Poison immunity: +15% Disease immunity: +5% Pinning immunity: +10% Stun/Freeze immunity: +5% Knockback immunity: +5% Life regen: +1.60 Hate per kill: +5.00 Psi per kill: +5.00 Maximum life: +50.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Healing mod.: +28% Heals friendly targets nearby when you use a nature summon: +60 It can be used to inflict 755.03 mind damage (range 10), gaining psi and hate equal to 1/10 of the damage done, putting 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. |
Lightningbile the drakeskin leather sling Lightningbile the drakeskin leather slingRequires: - Dexterity 48 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon crit: * silences the target Damage (Ranged): +25 nature Burst (radius 1) on hit: +6 fire When wielded/worn: Defense: +6 (+1 eff.) Ranged Defense: +4 (+0 eff.) Effects on ranged hit: * 25 arcane resource burn Changes stats: +7 Cun / +5 Wil Changes resistances: +12% lightning / +6% nature / +6% arcane Changes resistances penetration: +15% nature / +22% physical Changes damage: +22% physical Talent mastery: +0.20 Wild-gift / Antimagic Disarm immunity: +5% Stun/Freeze immunity: +5% Mindpower: +15 (+1 eff.) Slings are used to hurl stones or metal shots at your foes. |
drakeskin leather sling 'Growbrace' drakeskin leather sling 'Growbrace'Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * 20% chance to disease Damage (Ranged): +20 cold Burst (radius 1) on hit: +6 nature When wielded/worn: Ammo reloads per turn: +5 Changes stats: +7 Mag Changes resistances penetration: +10% temporal / +33% physical Changes damage: +9% temporal / +21% cold / +15% physical Talent mastery: +0.10 Chronomancy / Bow Threading Spell save: +3 (+0 eff.) Mana each turn: +0.08 Mana when firing critical spell: +3.00 Vim when firing critical spell: +2.00 Maximum vim: +20.00 Damage Shield penetration: +100% New effects duration reduction after a teleport: +20% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Slings are used to hurl stones or metal shots at your foes. |
Awakened Staff of Absorption (172% power, 60 apr, physical element) Awakened Staff of Absorption (172% power, 60 apr, physical element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+3 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Perfect Physical Belt Perfect Physical BeltRequires: - Level 35 Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+0 eff.) Effects on melee hit: * 30 arcane resource burn Changes resistances: +9% cold / +9% light / +3% fire Changes resistances penetration: +20% physical Changes damage: +20% physical Critical mult.: +21.00% Life regen: +3.00 Maximum life: +70.00 Mental crit. chance: +1% Healing mod.: +30% A belt that goes around your waist. This item has been sent to the Item's Vault. |
Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour)Requires: - Level 25 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+1 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Mindpower: +6 (+0 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 10 power out of 25/25) : Effective talent level: 3.0 Power cost: 10 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 298 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. This item has been sent to the Item's Vault. |
Cyrumida (11 def, 21 armour) Cyrumida (11 def, 21 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +21 Defense: +11 (+1 eff.) Changes resistances: +3% lightning / +33% cold / +3% darkness / +3% mind Physical save: +43 (+3 eff.) Spell save: +15 (+1 eff.) Mental save: +13 (+1 eff.) Disease immunity: +15% Silence immunity: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aryvea the pair of drakeskin leather boots (0 def, 5 armour) Aryvea the pair of drakeskin leather boots (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -4% Changes resistances: +30% temporal / +30% darkness / +5% arcane Changes resistances penetration: +17% darkness / +20% temporal Maximum encumbrance: +50 Physical save: +28 (+2 eff.) Disease immunity: +5% Cut immunity: +10% Knockback immunity: +10% Movement speed: +20% Defense after a teleport: +29 Resist all after a teleport: +22% New effects duration reduction after a teleport: +40% A pair of boots made of leather. |
Blazeviper (0 def, 5 armour) Blazeviper (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+0 eff.) Armour: +5 Fatigue: -6% Damage when hit (Melee): 20 light / 8 temporal Changes stats: +4 Str / +4 Con Changes resistances penetration: +15% temporal Changes damage: +18% light Maximum encumbrance: +50 Physical save: +15 (+1 eff.) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.3 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. 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. |
Flashtooth (10 def, 5 armour) Flashtooth (10 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+1 eff.) Ranged Defense: +9 (+1 eff.) Fatigue: +5% Changes stats: +1 Mag / +4 Cun / +6 Con Changes damage: +12% blight Critical mult.: +5.00% Physical save: +20 (+1 eff.) Spell save: +9 (+1 eff.) Mental save: +23 (+2 eff.) Silence immunity: +43% Confusion immunity: +46% Stun/Freeze immunity: +50% Mana each turn: +0.04 Equilibrium when hit: +0.08 Spellpower: +4 (+0 eff.) Mindpower: +6 (+0 eff.) Light radius: +2 A pair of boots made of leather. |
Nature Gauntlets (0 def, 3 armour) Nature Gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Armour: +3 Damage (Melee): 30 nature Changes stats: +5 Str / +7 Dex / +5 Cun Changes resistances: +18% nature Changes damage: +9% fire / +20% nature / +6% physical Talent cooldown: Double Strike (-1 turn) Physical save: +13 (+1 eff.) Life regen: +6.00 Stamina each turn: +1.30 Psi each turn: +0.40 Maximum life: +10.00 Maximum stamina: +5.00 When used to modify unarmed attacks: Power: 138% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +15 Physical crit. chance: +23.0% Attack speed: 125% When this weapon hits: Poison Breath (20% chance level 5). When this weapon hits: Second Wind (10% chance level 1). When this weapon hits: Set Up (10% chance level 5). Damage (Melee): +8 fire Burst (radius 1) on hit: +12 darkness Burst (radius 2) on crit: +28 nature Metal gloves protecting the hands up to the middle of the lower arm. This item has been sent to the Item's Vault. |
Yaldan Baoth (0 def, 6 armour) Yaldan Baoth (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +10 Wil / +7 Con Changes resistances: +10% light / +15% darkness Changes resistances cap: +10% darkness Changes damage: +10% light Sight radius: -2 Reduce all damage from unseen attackers: 25% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
4 agate 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1564 alchemist agate 1564 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. |
6 onyx 6 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. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 lapis lazuli 9 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 sapphire 10 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 emerald 10 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 jade 5 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. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 turquoise 8 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's 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. |
Runed Skull Runed SkullRequires: - Level 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+0 eff.) Dull red runes are etched all over this blackened skull. This item has been sent to the Item's Vault. |
73 alchemist bloodstone 73 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. |
6 bloodstone 6 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. |
3 fire opal 3 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. |
3 garnet 3 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. |
10 ruby 10 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. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 273/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Chamavor the stralite torque of charged psionic shield [power 187] (34 cooldown) Chamavor the stralite torque of charged psionic shield [power 187] (34 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Fatigue: -4% Physical save: +3 (+0 eff.) Life regen: +0.60 Psi when hit: +0.04 Only die when reaching: -80.00 life Healing mod.: +5% It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 187 for 7 turns, putting all charms on cooldown for 34 turns. Torques are made by powerful psionics to store psionic powers. |
Velotira [power 173] (20 cooldown) Velotira [power 173] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 12 blight Changes stats: +1 Dex / +4 Wil Talent cooldown: Silence (+5 turn) Talent granted: +5 Silence It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 173 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
Xakira the stralite torque of psychoportation [power 48] (30 cooldown) Xakira the stralite torque of psychoportation [power 48] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +6% cold Talents cooldown: Telekinetic Blast (+10 turn) Silence (+5 turn) Talents granted: +9 Telekinetic Blast +4 Silence Mental save: +18 (+1 eff.) Poison immunity: +10% Stun/Freeze immunity: +20% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% It can be used to teleport randomly (rad 48), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
Isiwe the ash totem of cure ailments [power 1] (7 cooldown) Isiwe the ash totem of cure ailments [power 1] (7 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +6% acid It can be used to remove up to 1 poisons or diseases from a target within range 33 (Willpower), putting all charms on cooldown for 7 turns. Natural totems are made by powerful wilders to store nature power. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+0 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health, armor, and armor hardiness but rooting you in place, costing 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
6 diamond 6 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. |
8 moonstone 8 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+1 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 pearl 5 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. |
6 quartz 6 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 amber 7 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. |
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. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all 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.
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Fist of the South Star the Cornac Brawler level 36
19th Regrowth 123rd year of Ascendancy at 03:19 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Fist of the South Star the Cornac Brawler level 20
50th Haze 122nd year of Ascendancy at 04:10 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Fist of the South Star the Cornac Brawler level 35
17th Regrowth 123rd year of Ascendancy at 12:47 see stats
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Fist of the South Star the Cornac Brawler level 27
7th Decay 122nd year of Ascendancy at 18:01 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Fist of the South Star the Cornac Brawler level 49
5th Dusk 123rd year of Ascendancy at 02:38 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Fist of the South Star the Cornac Brawler level 39
18th Pyre 123rd year of Ascendancy at 22:57 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Fist of the South Star the Cornac Brawler level 44
69th Pyre 123rd year of Ascendancy at 22:53 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Fist of the South Star the Cornac Brawler level 11
5th Dusk 122nd year of Ascendancy at 07:55 see stats
Demonic Invasion (Insane (Adventure) difficulty)
Stopped a demonic invasion by closing their portal.By Fist of the South Star the Cornac Brawler level 50
29th Dusk 123rd year of Ascendancy at 23:14 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Fist of the South Star the Cornac Brawler level 38
16th Pyre 123rd year of Ascendancy at 13:40 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Fist of the South Star the Cornac Brawler level 42
33rd Pyre 123rd year of Ascendancy at 12:41 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Fist of the South Star the Cornac Brawler level 50
37th Dusk 123rd year of Ascendancy at 19:02 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Fist of the South Star the Cornac Brawler level 25
2nd Decay 122nd year of Ascendancy at 02:40 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Fist of the South Star the Cornac Brawler level 27
1st Wintertide 123rd year of Ascendancy at 20:25 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Fist of the South Star the Cornac Brawler level 20
57th Haze 122nd year of Ascendancy at 06:43 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Fist of the South Star the Cornac Brawler level 50
37th Dusk 123rd year of Ascendancy at 06:35 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Fist of the South Star the Cornac Brawler level 20
50th Haze 122nd year of Ascendancy at 03:43 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Fist of the South Star the Cornac Brawler level 10
3rd Flare 122nd year of Ascendancy at 11:14 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Fist of the South Star the Cornac Brawler level 20
48th Haze 122nd year of Ascendancy at 21:52 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Fist of the South Star the Cornac Brawler level 30
5th Regrowth 123rd year of Ascendancy at 02:30 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Fist of the South Star the Cornac Brawler level 40
22nd Pyre 123rd year of Ascendancy at 00:56 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Fist of the South Star the Cornac Brawler level 50
8th Dusk 123rd year of Ascendancy at 14:50 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Fist of the South Star the Cornac Brawler level 50
37th Dusk 123rd year of Ascendancy at 02:57 see stats
Overpowered! (Insane (Adventure) difficulty)
Did over 6000 damage in one attack.By Fist of the South Star the Cornac Brawler level 50
29th Dusk 123rd year of Ascendancy at 19:43 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Fist of the South Star the Cornac Brawler level 50
17th Dusk 123rd year of Ascendancy at 22:19 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Fist of the South Star the Cornac Brawler level 15
75th Dusk 122nd year of Ascendancy at 09:11 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Fist of the South Star the Cornac Brawler level 36
6th Pyre 123rd year of Ascendancy at 16:30 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Fist of the South Star the Cornac Brawler level 25
2nd Decay 122nd year of Ascendancy at 02:34 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Fist of the South Star the Cornac Brawler level 39
16th Pyre 123rd year of Ascendancy at 14:50 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Fist of the South Star the Cornac Brawler level 50
37th Dusk 123rd year of Ascendancy at 19:01 see stats
Tales of the Spellblaze (Insane (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Fist of the South Star the Cornac Brawler level 20
50th Haze 122nd year of Ascendancy at 04:10 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Fist of the South Star the Cornac Brawler level 7
1st Summertide 122nd year of Ascendancy at 18:23 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Fist of the South Star the Cornac Brawler level 20
50th Haze 122nd year of Ascendancy at 04:10 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By Fist of the South Star the Cornac Brawler level 50
37th Dusk 123rd year of Ascendancy at 19:02 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Fist of the South Star the Cornac Brawler level 40
22nd Pyre 123rd year of Ascendancy at 05:39 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Fist of the South Star the Cornac Brawler level 7
9th Mirth 122nd year of Ascendancy at 16:24 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Fist of the South Star the Cornac Brawler level 42
39th Pyre 123rd year of Ascendancy at 09:51 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Fist of the South Star the Cornac Brawler level 29
4th Regrowth 123rd year of Ascendancy at 19:22 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Fist of the South Star the Cornac Brawler level 21
58th Haze 122nd year of Ascendancy at 07:12 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Fist of the South Star the Cornac Brawler level 34
16th Regrowth 123rd year of Ascendancy at 17:51 see stats
Log
There is an item here: Mercy (143% power, 9 apr)
Ran for 2 turns (stop reason: object seen).
Today is the 40th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 08:48.
There is an item here: Glyrissra the Demonfist (0 def, 5 armour)
There is an item here: Goedalath Rock
There is an item here: Purestinger (dig speed 32 turns)
There is an item here: Arayawen the alchemist's lamp
There is an item here: Fortune's Eye
There is an item here: cashmere cloak 'Thundersquall' (2 def, 0 armour)
There is an item here: cashmere cloak 'Flowerswift' (8 def, 0 armour)
There is an item here: Dairyldir (0 def, 3 armour)
There is an item here: Blazequeller [power 91] (7 cooldown)
There is an item here: The Bladed Rift
There is an item here: Lightbringer's Wand
There is an item here: voratun gauntlets 'Tempestschism' (0 def, 3 armour)
There is an item here: Ruthless Grip (0 def, 5 armour)
There is an item here: drakeskin leather gloves 'Dazzlebrand' (0 def, 22 armour)
There is an item here: Urthulatharek (4 def, 13 armour)
There is an item here: Scorpionjeer (0 def, 2 armour)
There is an item here: Velulratta (0 def, 3 armour)
There is an item here: Flamewrought (0 def, 2 armour)
There is an item here: cleansing rough leather cap of the depths (0 def, 1 armour)
There is an item here: woollen robe 'Furnacewar' (0 def, 0 armour)
There is an item here: Helm of the Dwarven Emperors (0 def, 6 armour)
Fist of the South Star deactivates Daunting Presence.
Fist of the South Star deactivates Antimagic Shield.
Fist of the South Star deactivates Wild Growth.
Fist of the South Star deactivates Precise Strikes.
