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 | Archmage |
| Level / Exp | 50 / 1911% |
| Size | medium |
| Lifes / Deaths | Killed by losgoroth at level 4 on the 75th Pyre 122nd year of Ascendancy at 08:48 2 / 5Killed by manaworm at level 4 on the 75th Pyre 122nd year of Ascendancy at 09:44 Killed by Xerarevena the ink squid at level 20 on the 50th Dusk 122nd year of Ascendancy at 23:27 Killed by Xerivena the elven guard at level 26 on the 20th Haze 122nd year of Ascendancy at 02:03 Killed by Lisamira the orc mage-hunter at level 50 on the 58th Dusk 123rd year of Ascendancy at 00:55 |
Primary Stats
| Strength | 25 (base 14) |
| Dexterity | 20 (base 9) |
| Constitution | 65 (base 60) |
| Magic | 97 (base 65) |
| Willpower | 60 (base 42) |
| Cunning | 77 (base 60) |
Resources
| Life | 998/998 |
| Mana | 474/622 |
| Positive | 147/262 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Stealth | 22.447788467865 |
| See Invisible | 52.17270810752 |
Offense: Mainhand
| Damage | 91 |
| Accuracy | 34 |
| Crit Chance | 32% |
| APR | 60 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 76.90141784033 |
| Crit Chance | 62% |
| Speed | 1 |
Offense: Mind
| Mindpower | 47.6 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| All | +17% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 12 (30%) |
| Defense | 21.25 |
| Ranged Defense | 21.25 |
| Fatigue | 0 |
| Physical Save | 45.652712492311 |
| Spell Save | 49.802712492311 |
| Mental Save | 34.85 |
Defense: Resistances
| All | + 22%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 100% |
Inscriptions (5/5)
| 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 mental or physical effect and reduce all damage taken by 18% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 585 damage for 5 turns. The effect will scale with your magic stat. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1709% over 10 turns and instantly restoring 85 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: 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 257 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. |
| 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 magical effect and reduce all damage taken by 40% for 8 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
| Spell / Temporal | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Wildfire | 1.40 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 0.80 |
| 4/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 2/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Burning Wake |
| talent | Shielding |
| talent | Chant of Fortitude |
| talent | Arcane Shield |
| talent | Keen Senses |
| talent | Wildfire |
| talent | Arcane Power |
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 |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Dreadfell. Escort: lost anorithil (level 2 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)). | done |
You failed to protect the lost anorithil from death by Elera the skeleton archer. Escort: lost anorithil (level 5 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by Bethathra the cave troll. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)As a reward you improved Magic by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | 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 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: 1385. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed vial of elder vampire blood. * You've found the needed ritch stinger. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of the savior 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 pouch of faeros ash. * You've found the needed length of troll intestine. * You've found the needed pouch of luminous horror dust. Agrimley the hermit has completed an elixir of explosive force 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 green worm. * You've found the needed vampire lord fang. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 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
| Main armor | Molten Skin (15 def, 12 armour) Molten Skin (15 def, 12 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+8 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Celestial / Sunlight +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+4 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 12 power out of 16/16) : Effective talent level: 5.6 Power cost: 12 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 6, knocking back anything caught inside and setting them ablaze, doing 435.03 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
| On fingers | gold ring 'Scorchbreak' gold ring 'Scorchbreak'Requires: - Level 15 Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 8 fire Changes resistances: +35% fire Changes resistances penetration: +10% light Changes damage: +22% fire Light radius: +2 Rings can have magical properties. This item has been sent to the Item's Vault. |
| Around waist | Duathelwind the drakeskin leather belt Duathelwind the drakeskin leather beltPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: -10% Damage when hit (Melee): 12 temporal / 12 mind / 12 darkness Changes resistances penetration: +10% mind Changes damage: +6% mind Maximum encumbrance: +40 Physical save: +11 (+4 eff.) Maximum life: +120.00 Maximum mana: +74.00 Maximum stamina: +57.00 Maximum hate: +18.00 Maximum psi: +37.00 Maximum vim: +35.00 Maximum pos.energy: +35.00 Maximum neg.energy: +34.00 Mindpower: +10 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +19 A belt that goes around your waist. |
| In main hand | 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 (+10 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 144/200. 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." |
Inventory
Primal Infusion (affinity 10%; cure magical, physical, mental) Primal Infusion (affinity 10%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 10% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. This wild infusion has evolved. |
healing infusion of the duelist (heal 120) healing infusion of the duelist (heal 120)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 120 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 sneak (heal 227) healing infusion of the sneak (heal 227)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 227 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 titan (heal 223) healing infusion of the titan (heal 223)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 223 and cleanse 1 wound and poison effect. 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 psychic (+16 for 13 turns, die at -643) heroism infusion of the psychic (+16 for 13 turns, die at -643)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 16 for 13 turns. While Heroism is active, you will only die when reaching -643 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 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. |
heroism infusion of the wizard (+21 for 13 turns, die at -769) heroism infusion of the wizard (+21 for 13 turns, die at -769)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: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 13 turns. While Heroism is active, you will only die when reaching -769 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (790% speed; 9 turns) movement infusion of the sneak (790% 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 790% 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 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. |
movement infusion of the titan (826% speed; 8 turns) movement infusion of the titan (826% speed; 8 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 826% 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 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 titan (734% speed; 6 turns) movement infusion of the titan (734% 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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 734% 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 Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (962% speed; 7 turns) movement infusion of the wizard (962% speed; 7 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 962% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 442 over 5 turns) regeneration infusion of the titan (heal 442 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: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 442 life over 5 turns. 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. |
regeneration infusion of the warrior (heal 579 over 5 turns) regeneration infusion of the warrior (heal 579 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 579 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 431 over 5 turns) regeneration infusion of the wizard (heal 431 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 431 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 (resist 30%; cure physical) wild infusion (resist 30%; 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: 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 30% for 8 turns. Also removes cross-tier effects of the affected types for free. 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 psychic (resist 36%; cure magical) wild infusion of the psychic (resist 36%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 36% for 7 turns. Also removes cross-tier effects of the affected types for free. 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. |
heat beam rune of the titan (689 fire damage) heat beam rune of the titan (689 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 689.29 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the wizard (944 lightning damage) lightning rune of the wizard (944 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 314.82 to 944.47 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the psychic (1272% regen over 10 turns; 64 instant mana) manasurge rune of the psychic (1272% regen over 10 turns; 64 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1272% over 10 turns and instantly restoring 64 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the sneak (1897% regen over 10 turns; 95 instant mana) manasurge rune of the sneak (1897% regen over 10 turns; 95 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1897% over 10 turns and instantly restoring 95 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the sneak (1889% regen over 10 turns; 94 instant mana) manasurge rune of the sneak (1889% regen over 10 turns; 94 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1889% over 10 turns and instantly restoring 94 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the titan (1370% regen over 10 turns; 68 instant mana) manasurge rune of the titan (1370% regen over 10 turns; 68 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1370% over 10 turns and instantly restoring 68 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the titan (absorb 322 for 5 turns) shielding rune of the titan (absorb 322 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: 16 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 322 damage for 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 231 for 4 turns) shielding rune of the warrior (absorb 231 for 4 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: 20 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 231 damage for 4 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. |
Fulyrig the Kindlestone Fulyrig the KindlestoneCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 42% Damage when hit (Melee): 8 nature Changes resistances: +3% light Changes resistances penetration: +15% light Changes damage: +3% light Talent mastery: +0.24 Cunning / Survival Light radius: +3 Amulets can have magical properties. |
Garkul's Teeth Garkul's TeethRequires: - Level 35 Crafted 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 (+6 eff.) Mental save: +18 (+8 eff.) Pinning immunity: +100% Only die when reaching: +0.00 life It can be used to activate talent Shattering Shout (costing 10 power out of 12/48) : Effective talent level: 4.0 Power cost: 10 out of 12/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 156.46 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. This item has been sent to the Item's Vault. |
Vox VoxRequires: - Level 35 Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. This item has been sent to the Item's Vault. |
clarifying gold amulet of strength (+6) clarifying gold amulet of strength (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Str Changes resistances: +10% mind Confusion immunity: +21% Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 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. |
Betonn BetonnCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Wil / +2 Con Reduces incoming crit damage: 10.00% Spell save: +3 (+1 eff.) Stun/Freeze immunity: +40% Life regen: +3.80 Rings can have magical properties. |
Bregymas BregymasInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +2 (+2 eff.) Physical power: +4 (+2 eff.) Fatigue: -6% Effects on melee hit: * 10 arcane resource burn Changes resistances: +36% fire / +6% nature / +3% darkness Changes resistances penetration: +10% physical Changes damage: +18% fire Healing mod.: +5% Rings can have magical properties. |
Coalkarma CoalkarmaPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 darkness Changes stats: +6 Cun / +4 Wil Mental save: +20 (+8 eff.) Silence immunity: +23% Disarm immunity: +24% Pinning immunity: +23% Knockback immunity: +24% Mana each turn: +0.12 Maximum life: +28.00 Maximum psi: +30.00 Mindpower: +7 (+2 eff.) Rings can have magical properties. |
Dryradan the Demongrit Dryradan the DemongritCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +3% darkness Changes damage: +3% darkness Stun/Freeze immunity: +26% Life regen: +1.20 Rings can have magical properties. |
Fuladas the stralite ring Fuladas the stralite ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 40% chance to corrode armour * 14% chance to cause random gloom Damage (Melee): 13 bleed Effects on ranged hit: * 17% chance to cause random gloom Damage (Ranged): 21 bleed Changes stats: +6 Cun Changes resistances: +3% temporal Changes damage: +12% temporal Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
Mayuvea the steel ring Mayuvea the steel ringRequires: - Level 15 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +9 (+4 eff.) Damage when hit (Melee): 8 physical Changes stats: +2 Con Maximum encumbrance: +30 Spell save: +10 (+3 eff.) Stun/Freeze immunity: +24% Life regen: +1.30 Maximum stamina: +10.00 Spellpower: +7 (+2 eff.) Mindpower: +6 (+2 eff.) Rings can have magical properties. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+6 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 29 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ring of the Archlich Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+3 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+2 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Smoldergrit SmoldergritRequires: - Level 25 Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +3% temporal / +3% darkness / +32% fire / +3% nature / +5% arcane Changes resistances penetration: +5% fire Changes damage: +16% fire Rings can have magical properties. This item has been sent to the Item's Vault. |
Ulfothel the stralite ring Ulfothel the stralite ringRequires: - Level 25 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +10 (+5 eff.) Changes stats: +5 Str / +6 Mag / +7 Cun / +9 Con Changes resistances: +3% temporal / +6% fire Physical save: +15 (+5 eff.) Spell save: +3 (+1 eff.) Cut immunity: +20% Disarm immunity: +44% Pinning immunity: +37% Stun/Freeze immunity: +10% Knockback immunity: +42% Teleport immunity: +5% Maximum life: +43.00 Spellpower: +12 (+3 eff.) Rings can have magical properties. This item has been sent to the Item's Vault. |
conjurer's voratun ring of speed conjurer's voratun ring of speedRequires: - Level 35 Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+6 eff.) Defense: +15 (+8 eff.) Changes stats: +8 Wil / +8 Mag Spellpower: +14 (+3 eff.) Movement speed: +24% 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: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. Rings can have magical properties. This item has been sent to the Item's Vault. |
gold ring 'Turochak' gold ring 'Turochak'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Str / +2 Con Grants telepathy: Humanoid/Orc Physical save: +3 (+1 eff.) Mental save: +11 (+5 eff.) Confusion immunity: +38% Rings can have magical properties. |
opal ring opal ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Rings can have magical properties. |
psionicist's steel ring of fire (+22%) psionicist's steel ring of fire (+22%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +22% fire Changes damage: +11% fire Mental save: +6 (+3 eff.) Rings can have magical properties. |
savior's voratun ring of life savior's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical save: +18 (+6 eff.) Spell save: +18 (+6 eff.) Mental save: +18 (+8 eff.) Life regen: +2.00 Maximum life: +100.00 Healing mod.: +30% Rings can have magical properties. |
stralite ring 'Ivythra' stralite ring 'Ivythra'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +2 (+2 eff.) Physical power: +4 (+2 eff.) Damage when hit (Melee): 8 physical Changes stats: +2 Str Changes resistances: +18% temporal Changes damage: +6% acid / +18% temporal Life regen: +0.20 Only die when reaching: -20.00 life Rings can have magical properties. |
voratun ring 'Kheliroddantir' voratun ring 'Kheliroddantir'Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+8 eff.) Armour penetration: +9 Physical power: +12 (+6 eff.) Defense: +16 (+8 eff.) Effects on melee hit: * 10% chance to disease * 40% chance to gain 10% of a turn Damage when hit (Melee): 16 blight / 8 temporal Changes stats: +8 Str / +9 Con Stun/Freeze immunity: +32% Life regen: +2.80 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Dagedas the Morningtitan (173% power, 4 apr) Dagedas the Morningtitan (173% power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 174% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc This weapon will act as a psionic focus. Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to corrode armour * 49% chance to cause random gloom Damage (Melee): +4 lightning / +35 mind Burst (radius 2) on crit: +42 ice When wielded/worn: Armour penetration: +17 Physical crit. chance: +21.0% Armour: +21 Changes stats: +10 Cun / +10 Wil Changes resistances: +21% light / +9% acid Changes resistances penetration: +21% cold Changes damage: +6% acid Critical mult.: +27.00% Massive two-handed swords. This item has been sent to the Item's Vault. |
Aeragada the dragonbone vilestaff (136% power, 6 apr, acid element) Aeragada the dragonbone vilestaff (136% power, 6 apr, acid element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20 arcane resource burn When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +13 Con Changes resistances: +12% blight / +9% fire / +5% arcane Changes damage: +30% acid Talent granted: +1 Command Staff Life regen: +3.90 Spellpower: +35 (+8 eff.) Spell crit. chance: +5% Healing mod.: +59% Staves designed for wielders of magic, by the greats of the art. This item has been sent to the Item's Vault. |
Ce'Nossra the dragonbone starstaff (136% power, 6 apr, fire element) Ce'Nossra the dragonbone starstaff (136% power, 6 apr, fire element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +13 (+7 eff.) Physical crit. chance: +24.0% Physical power: +18 (+9 eff.) Changes stats: +3 Str / +8 Con Changes damage: +30% fire Talent granted: +1 Command Staff Critical mult.: +37.00% Life regen: +2.00 Spellpower: +31 (+7 eff.) Spell crit. chance: +8% Healing mod.: +26% Staves designed for wielders of magic, by the greats of the art. This item has been sent to the Item's Vault. |
Staff of Arcane Supremacy (120% power, 4 apr, physical element) Staff of Arcane Supremacy (120% power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. A true understanding of the arcane is needed to release its full power. Power: 121% Range: 1.2x Uses stat: 150% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Spellpower: +20 (+5 eff.) It can be used to activate talent Arcane Supremacy (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
Vorotira the Noonreaper Vorotira the NoonreaperCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +8 (+4 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 light Changes resistances: +15% light Changes resistances penetration: +5% mind Changes damage: +3% mind / +18% nature Spell save: +15 (+5 eff.) Light radius: +2 Size category: +1 A belt that goes around your waist. |
drakeskin leather belt 'Ururim' drakeskin leather belt 'Ururim'Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 12 temporal Changes stats: +6 Wil Changes resistances: +9% nature / +6% fire Critical mult.: +5.00% Reduces incoming crit damage: 5.00% Physical save: +30 (+10 eff.) Mental save: +15 (+7 eff.) Disease immunity: +10% Teleport immunity: +10% Mana when firing critical spell: +1.00 Maximum life: +81.00 A belt that goes around your waist. |
noble's rough leather belt of unlife noble's rough leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight Reduced damage from: +17% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Frozen Shroud (12 def, 0 armour) Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: +25% cold / -15% fire / +8% all It can be used to release a radius 4 blast of frozen vapors that deal 215.94 cold damage (based on Magic) each turn for 10 turns, costing 30 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Sootshaper the cashmere cloak (13 def, 0 armour) Sootshaper the cashmere cloak (13 def, 0 armour)Requires: - Level 15 Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +20 (+10 eff.) Defense: +13 (+6 eff.) Fatigue: -6% Effects on melee hit: * 15% chance to inflict damage reduction Changes resistances: +12% fire / +14% light / +6% darkness Changes resistances penetration: +5% acid Stealth bonus: +8 Physical save: +8 (+3 eff.) Maximum life: +55.00 Maximum stamina: +15.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This item has been sent to the Item's Vault. |
battlemaster's elven-silk cloak of mindcraft (3 def, 0 armour) battlemaster's elven-silk cloak of mindcraft (3 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +5 Str / +5 Dex / +5 Wil / +5 Cun / +5 Con Talent mastery: +0.40 Technique / Combat training Spell save: -23 (-8 eff.) Stamina each turn: +1.50 Mana each turn: -0.54 Mental crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
ancient elven-silk robe of Angolwen (5 def, 0 armour) ancient elven-silk robe of Angolwen (5 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +6 Wil / +14 Mag Changes resistances penetration: +15% temporal / +15% physical Changes damage: +18% temporal / +20% physical Silence immunity: +47% Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +13 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Dawnobeisance (0 def, 5 armour) Dawnobeisance (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Damage when hit (Melee): 4 light Changes stats: +6 Con / +6 Wil Changes resistances: +3% lightning / +3% light / +6% arcane Changes resistances penetration: +10% physical Changes damage: +6% arcane / +3% light Silence immunity: +47% Confusion immunity: +50% Stun/Freeze immunity: +50% Stamina each turn: +1.30 Maximum stamina: +36.00 Mindpower: +9 (+3 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 12 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Arcane Gauntlets (0 def, 17 armour) Arcane Gauntlets (0 def, 17 armour)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +6 (+3 eff.) Armour: +17 Armour Hardiness: +12% Changes stats: +16 Mag / +11 Cun / +18 Con Changes resistances: +12% physical / +17% light / +20% darkness Changes damage: +11% arcane Critical mult.: +10.00% Maximum life: +30.00 Infravision radius: +4 It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 97.14 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Crown of Burning Pain (11 def, 0 armour) Crown of Burning Pain (11 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +11 (+6 eff.) Fatigue: +4% Changes stats: +5 Cun / +5 Wil Changes resistances: +30% fire Changes damage: +30% fire It can be used to activate talent Meteor Rain (costing 30 power out of 50/50) : Effective talent level: 2.0 Power cost: 30 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Uses arcane forces to summon 3 meteors that fall on the ground, smashing all around in a radius 2 for 372.52 fire and 190.33 physical damage. The hit zone will also turn into lava for 8 turns. The effects will increase with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. This item has been sent to the Item's Vault. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 0 % chance to summon an orc spirit Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. This item has been sent to the Item's Vault. |
Willowterror the elven-silk wizard hat (3 def, 0 armour) Willowterror the elven-silk wizard hat (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Effects on melee hit: * Slows global speed by 54% Damage when hit (Melee): 4 nature Changes resistances: +24% lightning Changes damage: +16% lightning / +12% nature / +12% mind Critical mult.: +5.00% Psi when hit: +0.04 A pointy cloth hat, very wizardly... |
drakeskin leather cap 'Mardydig' (18 def, 20 armour) drakeskin leather cap 'Mardydig' (18 def, 20 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +20 Defense: +18 (+9 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +5% Changes stats: +8 Mag / +8 Wil Changes resistances: +6% acid / +7% all Changes damage: +20% blight / +20% arcane Physical save: +13 (+4 eff.) Blindness immunity: +10% Disease immunity: +10% Cut immunity: +20% Silence immunity: +15% Stun/Freeze immunity: +15% Knockback immunity: +10% Spell crit. chance: +5% Infravision radius: +4 A cap made of leather. |
mindcaging drakeskin leather cap of blood magic (0 def, 5 armour) mindcaging drakeskin leather cap of blood magic (0 def, 5 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Mag / +8 Wil Changes resistances: +25% mind Changes damage: +17% blight / +18% arcane Mental save: +24 (+10 eff.) Confusion immunity: +50% Spell crit. chance: +5% A cap made of leather. |
warlord's voratun helm of the bounder (0 def, 5 armour) warlord's voratun helm of the bounder (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+6 eff.) Armour: +5 Fatigue: +5% Changes stats: +16 Str / +9 Dex / +7 Wil Changes resistances: +15% physical Physical save: +15 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Summertide (17 def, 15 armour, 260 block) Summertide (17 def, 15 armour, 260 block)Requires: - Willpower 28 - Strength 20 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +15 Defense: +17 (+8 eff.) Ranged Defense: +17 (+8 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +20% light / +10% fire / +15% darkness / +12% mind Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +5 Block Mental save: +18 (+8 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+3 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 64.09 to 80.11 light damage (based on Willpower and Cunning), costing 12 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. This item has been sent to the Item's Vault. |
Temporal Rift (8 def, 4 armour, 325 block) Temporal Rift (8 def, 4 armour, 325 block)Requires: - Strength 40 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +4 Defense: +8 (+4 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +0% Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +5 Block Spell save: +20 (+7 eff.) Spellpower: +12 (+3 eff.) Slows Projectiles: +50% Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. This item has been sent to the Item's Vault. |
356 alchemist agate 356 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. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Air currents swirl around this bright blue jewel. |
Bileveil the dwarven lantern Bileveil the dwarven lanternRequires: - Level 35 Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 40% Damage when hit (Melee): 4 mind / 22 fire Changes stats: +6 Mag Changes resistances: +9% fire / +8% temporal / +8% cold Changes damage: +3% mind Psi when hit: +0.04 Spellpower: +16 (+4 eff.) Mental crit. chance: +5% Light radius: +6 Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +25% 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. |
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. |
60 alchemist bloodstone 60 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. |
4 bloodstone 4 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 fire opal 2 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. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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 297/400. 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. |
dragonbone wand of trap destruction 'Emira' [power 149] (22 cooldown) dragonbone wand of trap destruction 'Emira' [power 149] (22 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +1 Dex / +2 Mag / +2 Wil / +2 Cun / +1 Con Grants telepathy: Demon/Minor Demon/Major Talent cooldown: Void Blast (+12 turn) Talent granted: +8 Void Blast It can be used to disarm traps (149 disarm power, Magic) along a range 4 line, putting all charms on cooldown for 22 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
diamond 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. |
2 pearl 2 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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 Mystic the Cornac Archmage level 31
33rd Haze 122nd year of Ascendancy at 03:44 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Mystic the Cornac Archmage level 39
26th Regrowth 123rd year of Ascendancy at 11:06 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Mystic the Cornac Archmage level 31
31st Haze 122nd year of Ascendancy at 13:21 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Mystic the Cornac Archmage level 44
73rd Regrowth 123rd year of Ascendancy at 13:46 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Mystic the Cornac Archmage level 35
9th Decay 122nd year of Ascendancy at 10:41 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Mystic the Cornac Archmage level 38
23rd Regrowth 123rd year of Ascendancy at 15:06 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Mystic the Cornac Archmage level 12
26th Dusk 122nd year of Ascendancy at 00:23 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Mystic the Cornac Archmage level 33
57th Haze 122nd year of Ascendancy at 20:51 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Mystic the Cornac Archmage level 43
71st Regrowth 123rd year of Ascendancy at 00:25 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Mystic the Cornac Archmage level 50
62nd Dusk 123rd year of Ascendancy at 08:17 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Mystic the Cornac Archmage level 24
17th Haze 122nd year of Ascendancy at 06:45 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Mystic the Cornac Archmage level 44
1st Pyre 123rd year of Ascendancy at 11:55 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Mystic the Cornac Archmage level 42
63rd Regrowth 123rd year of Ascendancy at 23:25 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Mystic the Cornac Archmage level 50
56th Dusk 123rd year of Ascendancy at 21:55 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 Mystic the Cornac Archmage level 20
51st Dusk 122nd year of Ascendancy at 05:33 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Mystic the Cornac Archmage level 10
6th Dusk 122nd year of Ascendancy at 23:37 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Mystic the Cornac Archmage level 20
50th Dusk 122nd year of Ascendancy at 02:24 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Mystic the Cornac Archmage level 30
30th Haze 122nd year of Ascendancy at 20:08 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Mystic the Cornac Archmage level 40
35th Regrowth 123rd year of Ascendancy at 21:45 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Mystic the Cornac Archmage level 50
18th Dusk 123rd year of Ascendancy at 04:11 see stats
Orbituary (Insane (Adventure) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By Mystic the Cornac Archmage level 5
75th Pyre 122nd year of Ascendancy at 17:29 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Mystic the Cornac Archmage level 50
45th Dusk 123rd year of Ascendancy at 03:37 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Mystic the Cornac Archmage level 50
47th Dusk 123rd year of Ascendancy at 15:46 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Mystic the Cornac Archmage level 34
75th Haze 122nd year of Ascendancy at 07:56 see stats
Savior of the damsels in distress (Insane (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Mystic the Cornac Archmage level 27
20th Haze 122nd year of Ascendancy at 16:05 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Mystic the Cornac Archmage level 31
53rd Haze 122nd year of Ascendancy at 18:52 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Mystic the Cornac Archmage level 20
56th Dusk 122nd year of Ascendancy at 12:13 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Mystic the Cornac Archmage level 34
6th Decay 122nd year of Ascendancy at 16:17 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Mystic the Cornac Archmage level 50
62nd Dusk 123rd year of Ascendancy at 08:15 see stats
Tales of the Spellblaze (Insane (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Mystic the Cornac Archmage level 39
26th Regrowth 123rd year of Ascendancy at 11:06 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Mystic the Cornac Archmage level 10
9th Dusk 122nd year of Ascendancy at 16:13 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Mystic the Cornac Archmage level 39
26th Regrowth 123rd year of Ascendancy at 11:06 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Mystic the Cornac Archmage level 37
9th Regrowth 123rd year of Ascendancy at 07:44 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Mystic the Cornac Archmage level 26
20th Haze 122nd year of Ascendancy at 01:40 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Mystic the Cornac Archmage level 18
49th Dusk 122nd year of Ascendancy at 07:51 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Mystic the Cornac Archmage level 30
31st Haze 122nd year of Ascendancy at 10:03 see stats
Log
You transfer dragonbone starstaff 'Splendourwar' (136% power, 6 apr, physical element) to the online item's vault.
Saving done.
Saving game...
Saving done.
Mystic deactivates Burning Wake.
Mystic deactivates Arcane Power.
Mystic deactivates Shielding.
Mystic deactivates Keen Senses.
Mystic deactivates Arcane Shield.
Mystic deactivates Wildfire.
Mystic deactivates Chant of Fortitude.
