Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.4.8Donators/Buyers bonus! Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Yeek |
Class | Adventurer |
Level / Exp | 50 / 3898% |
Size | medium |
Lifes / Deaths | Killed by Penzen at level 50 on the 72nd Dusk 122nd year of Ascendancy at 15:53 / 1 |
Primary Stats
Strength | 297 (base 100) |
Dexterity | 391 (base 100) |
Constitution | 310 (base 50) |
Magic | 288 (base 100) |
Willpower | 247 (base 55) |
Cunning | 301.34817338331 (base 100) |
Resources
Mana | 2299/3044 |
Psi_feedback | 132/150 |
Life | 5153/5153 |
Paradox | 330 |
Hate | 100/100 |
Psi | 824/970 |
Vim | 294/294 |
Equilibrium | 83 |
Positive | 69/192 |
Stamina | 1831/2082 |
Negative | 64/177 |
Healing Factor | 1 |
Regeneration | 53.939657369024 |
Speed
Mental | +24.220958323615% |
Attack | +11.38129468067% |
Movement | +1187.6583179375% |
Spell | +12.839663642945% |
Global | +189.82547627482% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 9 |
See Stealth | 131.13325723418 |
See Invisible | 193.69783023542 |
Offense: Mainhand
Damage | 555 |
Accuracy | 113 |
Crit Chance | 169% |
APR | 169 |
Speed | 0.81 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 152 |
Crit Chance | 100% |
Speed | 0.88621320528238 |
Cooldown Reduction | 30 |
Offense: Mind
Mindpower | 135 |
Crit Chance | 100% |
Speed | 0.89781682181644 |
Offense: Damage Bonus
All | +16% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 147.18238016114 (94.2%) |
Defense | 155 |
Ranged Defense | 163 |
Fatigue | 0 |
Physical Save | 110 |
Spell Save | 111 |
Mental Save | 106 |
Defense: Resistances
All | + 32%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 55% |
Poison Resistance | 74% |
Blind Resistance | 100% |
Silence Resistance | 65% |
Bleed Resistance | 79% |
Disarm Resistance | 42% |
Pinning Resistance | 26% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (2/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
Technique / Archery - bows | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Golemancy | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Bone | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Thought-Forms | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Fire drake aspect | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Focus | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Meta | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Cold drake aspect | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Darkness | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Corrosive blades | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Sand drake aspect | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Temporal | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Ooze | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Twilight | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Earth | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Battle tactics | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Brutality | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Summoning (distance) | 1.42 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Heart of Fire | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Torture | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Oozing blades | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Summoning (advanced) | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Blight | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psi-fighting | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Stasis | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Shades | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Speed Control | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Explosive admixtures | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Chronomancy / Temporal Hounds | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / One with shadows | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Water | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Venom drake aspect | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Gloom | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Shadow magic | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cursed / Strife | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Necrosis | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Tactical | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Wildfire | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Ice | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Dirty fighting | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Shadows | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Storm | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Advanced-golemancy | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield offense | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Eclipse | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Magical combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Phantasm | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Reaving combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Aether | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Air | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Dual weapons | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Archery - slings | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (augmentation) | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Lethality | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Cursed / Cursed form | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Chronomancy | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Psionic / Mentalism | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Torment | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Fungus | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Hymns | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Feedback | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Aegis | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Spacetime Weaving | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cursed / Dark sustenance | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Mobility | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Field control | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Yeek | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Stone alchemy | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Scoundrel | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Acrobatics | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Finer energy manipulations | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Through The Crowd |
talent | Arcane Combat |
talent | Shadow Combat |
talent | Range Amplification Device |
talent | Keen Senses |
talent | Lacerating Strikes |
talent | Blur Sight |
talent | Thunderstorm |
talent | Inner Power |
talent | Tempest |
talent | Arcane Power |
talent | Pure Aether |
talent | Wildfire |
talent | Arcane Feed |
talent | Hurricane |
talent | Trained Reactions |
talent | Wild Growth |
talent | Quicken Spells |
talent | Bone Shield |
talent | Abyssal Shield |
talent | Phantasmal Shield |
talent | Gloom |
talent | Slow Motion |
talent | Blurred Mortality |
talent | Fiery Hands |
talent | Shielding |
talent | Dark Ritual |
talent | Psiblades |
talent | Master Summoner |
talent | Hymn of Perseverance |
talent | Spellcraft |
talent | Chant of Light |
talent | Eternal Suffering |
talent | Willful Tormenter |
talent | Elemental Harmony |
talent | Thought-Form: Defender |
talent | Icy Skin |
talent | Beyond the Flesh |
talent | Feather Wind |
talent | Uttercold |
talent | Shadow Feed |
talent | Blood Vengeance |
talent | Premonition |
talent | Overkill |
talent | Augmentation |
talent | Frostdusk |
talent | Daunting Presence |
talent | Burning Wake |
talent | Shock Hands |
talent | Temporal Hounds |
talent | Essence of Speed |
talent | Contingency |
talent | Arcane Shield |
talent | Mental Tyranny |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 8.0)Penalty : Fractured Sanity: -21% Mind Resistance, -28% Confusion Immunity Power 1+: Unleashed: +24% critical damage, +26% off-hand weapon damage Power 2+: -1 Luck, +15 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 8.6% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | Increases physical save, spell save, and mental save by 50. Through The Crowd |
beneficial effect | Acid damage increased by 13%. Corrosive Nature |
beneficial effect | Countering melee attacks: Has a 71% chance to get an automatic counter attack when avoiding a melee attack. (3.6 counters remaining) Counter Attacking |
beneficial effect | Nature damage increased by 13%. Natural Acid |
beneficial effect | The target is moving is 100% faster. 3 Celerity |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.0): 20%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 19% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +7 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 14 air and an additional 6 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 20%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | Reduces darkness damage received by 44%. Premonition Shield |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 4.0)Penalty : Fear of Death: -7% resistance against damage from the undead. Power 1+: Power over Death: +10% damage against the undead. Power 2+: -1 Luck, +4 Strength, +4 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 5. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | The target's armour penetration is increased by 93. Deadly Strikes |
beneficial effect | The target is in a magical frenzy, improving spellpower by 18. Bloodlust |
beneficial effect | Movement is 1000% faster. Step Up |
beneficial effect | The target's accuracy and power have been increased by 30. 3 Fateweaver |
detrimental effect | The target has been splashed with acid, taking 66.94 acid damage per turn, reducing armour by 56 and attack by 48. Acid Splash |
beneficial effect | All stats increased by 140. Pain Enhancement System |
beneficial effect | Increases life regen by 17.00. Elemental Harmony |
beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 15%. Strength and Willpower are increased by 7. Poisons and diseases have a 26% chance of being neutralized each turn. Cursed Form |
beneficial effect | The thrill of combat improves the target's maximum life by 12%, life regeneration by 27.85, and stamina regeneration by 5.57. Bloodbath |
beneficial effect | The target is attracting all toward it, also dealing fire, light and physical damage each turn.. Irresistible Sun |
beneficial effect | The target's defense and saves have been increased by 30. 3 Spin |
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 failed to protect the injured seer from death by Layamina the armoured skeleton warrior. Escort: injured seer (level 3 of Dreadfell) | failed |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved Magic by +1. | 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. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall. You were forced to kill her. | done |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
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. | active |
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 must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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 |
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 |
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 |
Equipment
Psionic focus | Dethblyd (Madness) (70-112 power, 18 apr) Dethblyd (Madness) (70-112 power, 18 apr)Requires: - Magic 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 70.0 - 112.0 Uses stats: 190% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +18 Physical crit. chance: +20.0% Attack speed: 100% On weapon hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. Lifesteal (this weapon only): +5% When wielded/worn: Changes stats: +10 Str / +8 Mag / +5 Con Changes resistances: +1% all Changes damage: +1% all Talent masteries: +0.10 Corruption / Torture +0.20 Corruption / Brutality +0.20 Corruption / Wrath Talents cooldown: Draining Assault (-1 turn) Abduction (-1 turn) Detonating Charge (-1 turn) Curse of Madness Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
Quiver | 71 alchemist ametrine 71 alchemist ametrine0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: Lights terrain (power 10) Gems can be sold for money or used in arcane rituals. |
On hands | hardened leather gloves 'Nerurin' (Nightmares) (0 def, 2 armour) hardened leather gloves 'Nerurin' (Nightmares) (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 11 blight Damage when hit (Melee): 4 arcane Changes resistances: +8% blight Changes resistances penetration: +10% blight Changes damage: +6% blight / +3% mind Maximum vim: +20.00 When used to modify unarmed attacks: Base power: 15.5 - 17.1 Uses stats: 72% Wil, 50% Mag, 82% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 167% When this weapon hits: Soul Rot (20% chance level 3). On weapon hit: * 40% chance to cause random gloom Burst (radius 1) on hit: +4 arcane Burst (radius 2) on crit: +11 blight Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 14 power out of 25/25) : Effective talent level: 2.0 Power cost: 14 out of 25/25. Range: 8 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 705.10 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 705.10 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
On head | Crown of the Elements (Corpses) (0 def, 5 armour) Crown of the Elements (Corpses) (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +5 Con / +3 Wil Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Changes damage: +8% acid / +8% fire / +8% cold / +8% lightning See invisible: +15 Curse of Corpses This jeweled crown shimmers with colors. |
On feet | wanderer's pair of hardened leather boots of massiveness (Madness) (0 def, 3 armour) wanderer's pair of hardened leather boots of massiveness (Madness) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +6 Str / +2 Cun / +10 Con Changes damage: +7% physical Physical save: +12 (+2 eff.) Mental save: +14 (+3 eff.) Size category: +1 Curse of Madness It can be used to activate talent Heave, placing all other charms into a 6 cooldown : Effective talent level: 3.6 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 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. |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | conjurer's steel ring of tenacity (Nightmares) conjurer's steel ring of tenacity (Nightmares)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Mag / +6 Wil Disarm immunity: +32% Pinning immunity: +26% Knockback immunity: +28% Maximum life: +30.00 Spellpower: +5 (+1 eff.) Curse of Nightmares Rings can have magical properties. |
On fingers | sneakthief's gold ring of nature (+28%) (Madness) sneakthief's gold ring of nature (+28%) (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Changes stats: +6 Cun / +7 Dex Changes resistances: +28% nature Changes damage: +14% nature Curse of Madness Rings can have magical properties. |
Around neck | Lisuraba the Thunderwolf Lisuraba the ThunderwolfCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 40% chance to daze Changes resistances penetration: +5% physical Changes damage: +3% lightning Talent mastery: +0.22 Wild-gift / Summoning (distance) Life regen: +0.40 Light radius: +3 Amulets can have magical properties. |
In main hand | creative living mindstar of clarity (Madness) (15-16.5 power, 76 apr, nature damage) creative living mindstar of clarity (Madness) (15-16.5 power, 76 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.0 - 16.5 Uses stats: 123% Wil, 50% Mag, 56% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +76 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +9 Cun Critical mult.: +7.00% Mental save: +3 (+1 eff.) Maximum psi: +36.00 Mindpower: +19 (+3 eff.) Mental crit. chance: +5% Curse of Madness 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. |
Around waist | Neira's Memory (Corpses) Neira's Memory (Corpses)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 Curse of Corpses It can be used to surround yourself with a magical shield (strength 820, based on Magic) for 10 turns, costing 12 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
In off hand | Iselewen (Corpses) (14 def, 14 armour, 67.5-81 power, 296.5 block) Iselewen (Corpses) (14 def, 14 armour, 67.5-81 power, 296.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 67.5 - 81.0 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +296 When wielded/worn: Armour: +14 Defense: +14 (+3 eff.) Ranged Defense: +14 (+2 eff.) Fatigue: +14% Effects on melee hit: * 14% chance to cause random gloom Effects when hit in melee: * 34% chance to cause random gloom Changes stats: +6 Con Changes resistances: +29% acid Talent granted: +5 Block Physical save: +8 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +9 (+2 eff.) Cut immunity: +5% Disarm immunity: +10% Only die when reaching: -20.00 life Curse of Corpses Handheld deflection devices. |
Cloak | Radiance (Madness) (15 def, 0 armour) Radiance (Madness) (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 (+3 eff.) Damage when hit (Melee): 30 blinding light Changes stats: +10 Dex / +6 Cun / +8 Mag Changes resistances: +20% light / +20% darkness Changes resistances cap: +10% light Changes damage: +15% light Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Radiance +0.20 Spell / Phantasm +0.20 Celestial / Light Spellpower: +8 (+1 eff.) Curse of Madness It can be used to activate talent Barrier (costing 23 power out of 40/40) : Effective talent level: 3.6 Power cost: 23 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A protective shield forms around you that lasts for up to 10 turns and negates 571 damage. The total damage the barrier can absorb will increase with your Spellpower. This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
Main armor | Spider-Silk Robe of Spydrë (Nightmares) (10 def, 15 armour) Spider-Silk Robe of Spydrë (Nightmares) (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+2 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+2 eff.) Spell save: +10 (+1 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Nightmares This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 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 50 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Isyta the stralite dagger (Misfortune) (41.5-53.95 power, 9 apr) Isyta the stralite dagger (Misfortune) (41.5-53.95 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 41.5 - 54.0 Uses stats: 30% Wil, 92% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom * 25% chance for lightning to arc to a second target Damage (Melee): +11 lightning / +8 darkness Burst (radius 2) on crit: +4 acid Damage against: +14% Living When wielded/worn: Damage when hit (Melee): 16 mind Changes resistances: +6% mind / +6% acid Changes damage: +3% mind Curse of Misfortune Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. chilling voratun dagger of erosion (Nightmares) (39-50.7 power, 9 apr)chilling voratun dagger of erosion (Nightmares) (39-50.7 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 30% Wil, 92% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +24 cold / +16 nature / +10 temporal Curse of Nightmares Sharp, short and deadly. |
quick steel dagger of shearing (Shrouds) (13-16.9 power, 6 apr) quick steel dagger of shearing (Shrouds) (13-16.9 power, 6 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.0 - 16.9 Uses stats: 30% Wil, 92% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 111% When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +6 Changes stats: +3 Dex Changes resistances penetration: +7% physical Changes damage: +6% physical Curse of Shrouds Sharp, short and deadly. |
stralite greatmaul of evisceration (Shrouds) (54-81 power, 3 apr) stralite greatmaul of evisceration (Shrouds) (54-81 power, 3 apr)Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 54.0 - 81.0 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% On weapon crit: * wounds the target reducing their healing When wielded/worn: Physical crit. chance: +17.0% Physical power: +13 (+1 eff.) Curse of Shrouds Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Flashbender the dragonbone longbow (Shrouds)Flashbender the dragonbone longbow (Shrouds) Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 50% Mag, 30% Wil Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +14 fire Burst (radius 1) on hit: +4 acid Burst (radius 2) on crit: +4 mind When wielded/worn: Physical power: +11 (+1 eff.) Changes stats: +4 Str / +4 Dex Changes resistances: +3% lightning Changes resistances penetration: +10% lightning Changes damage: +6% lightning / +13% fire Curse of Shrouds Longbows are used to shoot arrows at your foes. |
Miretide the voratun longsword (Corpses) (55.5-77.7 power, 6 apr) Miretide the voratun longsword (Corpses) (55.5-77.7 power, 6 apr)Requires: - Magic 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 55.5 - 77.7 Uses stats: 150% Mag, 30% Wil Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +12 nature When wielded/worn: Accuracy: +30 (+5 eff.) Changes stats: +11 Str Changes resistances: +3% acid / +6% fire / +9% cold Changes damage: +24% physical Spell save: +13 (+2 eff.) Stamina when hit: +4.80 Curse of Corpses Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Bleakmortal the voratun mace (Nightmares) (43.5-60.9 power, 6 apr)Bleakmortal the voratun mace (Nightmares) (43.5-60.9 power, 6 apr) Requires: - Magic 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 43.5 - 60.9 Uses stats: 150% Mag, 30% Wil Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +19 mind When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +1 Dex / +3 Wil / +1 Con Changes resistances: +6% darkness Changes resistances penetration: +5% mind / +5% darkness Changes damage: +6% arcane Reduces incoming crit damage: 15.00% Curse of Nightmares It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. flaming voratun mace of ruin (Shrouds) (43-60.2 power, 6 apr)flaming voratun mace of ruin (Shrouds) (43-60.2 power, 6 apr) Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 43.0 - 60.2 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +20 fire When wielded/worn: Armour penetration: +14 Physical crit. chance: +15.0% Critical mult.: +20.00% Curse of Shrouds Blunt and deadly. |
thorny mindstar 'Milahek' (Misfortune) (7.5-8.25 power, 24 apr, mind damage) thorny mindstar 'Milahek' (Misfortune) (7.5-8.25 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.5 - 8.3 Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +12 blight When wielded/worn: Damage when hit (Melee): 8 mind Changes resistances: +7% blight Changes damage: +7% nature / +24% mind Disease immunity: +17% Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Curse of Misfortune 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. |
vined mindstar (Nightmares) (4.5-4.95 power, 18 apr, mind damage) vined mindstar (Nightmares) (4.5-4.95 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 65% Wil, 50% Mag, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Nightmares 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. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element) Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stats: 180% Mag, 30% Wil 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 (+6 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 112 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." |
Tarrydoneg the ash vilestaff (Madness) (15-18 power, 3 apr, darkness element) Tarrydoneg the ash vilestaff (Madness) (15-18 power, 3 apr, darkness element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +10% arcane Changes damage: +15% blight / +15% fire / +15% darkness / +15% acid Talent granted: +1 Command Staff Maximum mana: +80.00 Maximum vim: +20.00 Spellpower: +11 (+2 eff.) Spell crit. chance: +2% See invisible: +12 Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
Hukhad the drakeskin leather belt (Nightmares) Hukhad the drakeskin leather belt (Nightmares)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +15 Defense: +35 (+7 eff.) Changes stats: +1 Mag / +1 Cun / +6 Con Changes resistances: +6% acid / +12% temporal Stealth bonus: +13 Physical save: +25 (+4 eff.) Mental save: +13 (+3 eff.) Mindpower: +8 (+1 eff.) Curse of Nightmares A belt that goes around your waist. |
resilient cashmere cloak (Corpses) (2 def, 0 armour) resilient cashmere cloak (Corpses) (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Maximum life: +45.00 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. focusing elven-silk robe of darkness (+30%) (Corpses) (5 def, 0 armour)focusing elven-silk robe of darkness (+30%) (Corpses) (5 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +7 Mag / +8 Wil Changes resistances: +30% darkness Changes damage: +20% darkness Mana each turn: +0.40 Psi each turn: +0.40 Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven elven-silk robe (Misfortune) (5 def, 0 armour)mindwoven elven-silk robe (Misfortune) (5 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Mental save: +30 (+5 eff.) Mindpower: +6 (+1 eff.) Mental crit. chance: +6% Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. dreamer's pair of drakeskin leather boots of strife (Shrouds) (0 def, 5 armour)dreamer's pair of drakeskin leather boots of strife (Shrouds) (0 def, 5 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Con / +6 Wil Changes resistances penetration: +10% physical Physical save: +15 (+2 eff.) Spell save: +14 (+2 eff.) Mental save: +14 (+3 eff.) Mindpower: +9 (+1 eff.) Curse of Shrouds It can be used to activate talent Blindside, placing all other charms into a 14 cooldown : Effective talent level: 3.6 Power cost: 14 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 52% (at 0 Hate) to 172% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 76 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. grounding pair of drakeskin leather boots of uncanny dodging (Misfortune) (10 def, 5 armour)grounding pair of drakeskin leather boots of uncanny dodging (Misfortune) (10 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+2 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +5% Changes resistances: +14% lightning / +14% temporal Curse of Misfortune A pair of boots made of leather. |
pair of rough leather boots of tirelessness (Misfortune) (0 def, 1 armour) pair of rough leather boots of tirelessness (Misfortune) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Stamina each turn: +0.30 Maximum stamina: +11.00 Curse of Misfortune A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. naturalist's drakeskin leather gloves of dispersion (Nightmares) (0 def, 3 armour)naturalist's drakeskin leather gloves of dispersion (Nightmares) (0 def, 3 armour) Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 18 arcane / 15 nature Changes stats: +10 Mag / +10 Wil Changes resistances: +10% arcane / +10% nature Changes damage: +11% nature When used to modify unarmed attacks: Base power: 26.0 - 28.6 Uses stats: 72% Wil, 82% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 167% When this weapon hits: Poison Breath (10% chance level 5). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +19 arcane Burst (radius 2) on crit: +14 nature Curse of Nightmares It can be used to activate talent Disperse Magic, placing all other charms into a 12 cooldown : Effective talent level: 3.6 Power cost: 12 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 4 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Eilinimira the dwarven-steel helm (Corpses) (0 def, 4 armour) Eilinimira the dwarven-steel helm (Corpses) (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 14 physical Changes stats: +8 Str / +6 Mag / +7 Wil / +4 Cun Changes damage: +8% blight / +11% arcane Reduces incoming crit damage: 5.00% Spell crit. chance: +3% Light radius: +2 Curse of Corpses It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1727.8 Physical damage. If the attack hits, the target is confused (49% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. insulating drakeskin leather cap of knowledge (Corpses) (0 def, 5 armour)insulating drakeskin leather cap of knowledge (Corpses) (0 def, 5 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Cun / +4 Wil Changes resistances: +10% fire / +15% cold Mindpower: +6 (+1 eff.) Curse of Corpses A cap made of leather. |
linen wizard hat (Madness) (1 def, 0 armour) linen wizard hat (Madness) (1 def, 0 armour)2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Curse of Madness A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. prismatic voratun helm of constitution (+8) (Nightmares) (0 def, 5 armour)prismatic voratun helm of constitution (+8) (Nightmares) (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: Armour: +5 Fatigue: +5% Changes stats: +8 Con Changes resistances: +18% light / +20% darkness Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. Brandvault the voratun mail armour (Corpses) (5 def, 10 armour)Brandvault the voratun mail armour (Corpses) (5 def, 10 armour) Requires: - Strength 48 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 4 fire Changes resistances: +9% lightning / +9% cold / +6% mind / +10% physical Changes damage: +9% mind / +12% fire Physical save: +25 (+4 eff.) Spell save: +3 (+0 eff.) Curse of Corpses A suit of armour made of mail. |
spiked iron mail armour of lightning resistance (Madness) (2 def, 4 armour) spiked iron mail armour of lightning resistance (Madness) (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Damage when hit (Melee): 10 physical Changes resistances: +16% lightning Curse of Madness A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. voratun mail armour of fire resistance (Misfortune) (5 def, 10 armour)voratun mail armour of fire resistance (Misfortune) (5 def, 10 armour) Requires: - Strength 48 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Changes resistances: +30% fire Curse of Misfortune A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. drakeskin leather armour of delving (Nightmares) (5 def, 8 armour)drakeskin leather armour of delving (Nightmares) (5 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes stats: +9 Str Changes resistances: +20% darkness / +15% physical Light radius: +2 Curse of Nightmares It can be used to activate talent Track, placing all other charms into a 17 cooldown : Effective talent level: 2.4 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 65 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
marauder's cured leather armour of temporal resistance (Misfortune) (6 def, 4 armour) marauder's cured leather armour of temporal resistance (Misfortune) (6 def, 4 armour)Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Fatigue: +7% Changes stats: +3 Str / +5 Dex Changes resistances: +16% temporal Physical save: +8 (+1 eff.) Curse of Misfortune A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked voratun plate armour of delving (Nightmares) (9 def, 16 armour)spiked voratun plate armour of delving (Nightmares) (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Damage when hit (Melee): 15 physical Changes stats: +10 Str Changes resistances: +18% darkness / +15% physical Light radius: +2 Curse of Nightmares It can be used to activate talent Track, placing all other charms into a 17 cooldown : Effective talent level: 2.4 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 65 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Piercing Gaze (Nightmares) (5 def, 25 armour, 40-48 power, 180 block) Piercing Gaze (Nightmares) (5 def, 25 armour, 40-48 power, 180 block)Requires: - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +180 When wielded/worn: Armour: +25 Defense: +5 (+1 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +12% Changes resistances: +10% acid / +10% physical / +10% lightning / +10% fire Talent granted: +4 Block Special effect on block: 30% chance of petrifying the attacker. Curse of Nightmares This gigantic shield has a stone eye embedded in it. |
This item will automatically be transmogrified when you leave the level. deflecting voratun shield of acid resistance (+29%) (Nightmares) (24 def, 3 armour, 70-84 power, 195 block)deflecting voratun shield of acid resistance (+29%) (Nightmares) (24 def, 3 armour, 70-84 power, 195 block) Requires: - Strength 48 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 70.0 - 84.0 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +195 When wielded/worn: Armour: +3 Defense: +24 (+5 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +14% Changes resistances: +29% acid Talent granted: +5 Block Deflect projectiles away: +17% Curse of Nightmares Handheld deflection devices. |
impervious voratun shield (Misfortune) (12 def, 14 armour, 70.5-84.6 power, 289 block) impervious voratun shield (Misfortune) (12 def, 14 armour, 70.5-84.6 power, 289 block)Requires: - Strength 48 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 70.5 - 84.6 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +289 When wielded/worn: Armour: +14 Defense: +12 (+3 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +14% Changes stats: +5 Con Talent granted: +5 Block Physical save: +10 (+2 eff.) Curse of Misfortune Handheld deflection devices. |
Quiver of the Sun (25/25, 34-47.6 power, 15 apr) Quiver of the Sun (25/25, 34-47.6 power, 15 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 34.0 - 47.6 Uses stats: 30% Wil, 100% Mag, 74% Cun Damage type: Bright light Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Physical crit. chance: +2.0% Capacity: 25 Travel speed: +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
This item will automatically be transmogrified when you leave the level. quiver of dragonbone arrows of crippling (23/23, 51-71.4 power, 18 apr)quiver of dragonbone arrows of crippling (23/23, 51-71.4 power, 18 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 51.0 - 71.4 Uses stats: 30% Wil, 100% Mag, 74% Cun Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +18.0% Capacity: 23 On weapon crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
393 alchemist agate 393 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. |
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 When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel 3 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 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 6 power out of 29/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
3 bloodstone 3 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 114 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
2 diamond 2 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 moonstone 2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
Your sacrifice worked. Your mental energies were imbued with farportal energies. The Way radiated from the High Peak toward the rest of Eyal like a mental tidal wave.
Every sentient being in Eyal is now part of the Way. Peace and happiness are enforced for all.
Only the mages of Angolwen were able to withstand the mental shock and thus are the only unsafe people left. But what can they do against the might of the Way?
Achievements
By Penzen the Yeek Adventurer level 50
1st Dusk 122nd year of Ascendancy at 13:12 see stats
By Penzen the Yeek Adventurer level 50
4th Flare 122nd year of Ascendancy at 18:54 see stats
By Penzen the Yeek Adventurer level 50
11st Dusk 122nd year of Ascendancy at 07:45 see stats
By Penzen the Yeek Adventurer level 50
9th Dusk 122nd year of Ascendancy at 04:37 see stats
By Penzen the Yeek Adventurer level 50
71st Dusk 122nd year of Ascendancy at 17:45 see stats
By Penzen the Yeek Adventurer level 50
2nd Flare 122nd year of Ascendancy at 01:42 see stats
By Penzen the Yeek Adventurer level 50
72nd Dusk 122nd year of Ascendancy at 03:31 see stats
By Penzen the Yeek Adventurer level 10
76th Pyre 122nd year of Ascendancy at 11:18 see stats
By Penzen the Yeek Adventurer level 20
76th Pyre 122nd year of Ascendancy at 11:18 see stats
By Penzen the Yeek Adventurer level 30
76th Pyre 122nd year of Ascendancy at 11:18 see stats
By Penzen the Yeek Adventurer level 40
76th Pyre 122nd year of Ascendancy at 11:21 see stats
By Penzen the Yeek Adventurer level 50
76th Pyre 122nd year of Ascendancy at 11:21 see stats
By Penzen the Yeek Adventurer level 50
71st Dusk 122nd year of Ascendancy at 21:55 see stats
By Penzen the Yeek Adventurer level 50
8th Dusk 122nd year of Ascendancy at 23:39 see stats
By Penzen the Yeek Adventurer level 50
2nd Flare 122nd year of Ascendancy at 08:43 see stats
By Penzen the Yeek Adventurer level 50
6th Mirth 122nd year of Ascendancy at 00:06 see stats
By Penzen the Yeek Adventurer level 50
5th Mirth 122nd year of Ascendancy at 16:50 see stats
By Penzen the Yeek Adventurer level 50
9th Dusk 122nd year of Ascendancy at 04:41 see stats
By Penzen the Yeek Adventurer level 50
72nd Dusk 122nd year of Ascendancy at 15:52 see stats
By Penzen the Yeek Adventurer level 50
2nd Flare 122nd year of Ascendancy at 00:37 see stats
By Penzen the Yeek Adventurer level 50
71st Dusk 122nd year of Ascendancy at 16:55 see stats
By Penzen the Yeek Adventurer level 50
4th Flare 122nd year of Ascendancy at 14:49 see stats
By Penzen the Yeek Adventurer level 50
72nd Dusk 122nd year of Ascendancy at 15:53 see stats
By Penzen the Yeek Adventurer level 50
4th Flare 122nd year of Ascendancy at 17:39 see stats
Log
Penzen deactivates Inner Power.
Penzen no longer revels in blood quite so much.
Penzen deactivates Arcane Feed.
Penzen deactivates Abyssal Shield.
Penzen deactivates Stone Skin.
Penzen deactivates Augmentation.
Penzen deactivates Thunderstorm.
The furious lightning storm around Penzen calms down and disappears.
Penzen deactivates Gloom.
Penzen deactivates Fiery Hands.
Penzen deactivates Hurricane.
Penzen deactivates Range Amplification Device.
Penzen's nature damage is no longer so potent.
Penzen deactivates Daunting Presence.
Penzen deactivates Arcane Power.
Penzen deactivates Premonition.
Penzen deactivates Blood Vengeance.
Penzen deactivates Feather Wind.
Penzen deactivates Wild Growth.
Penzen deactivates Psiblades.
Penzen deactivates Temporal Hounds.
Penzen deactivates Essence of Speed.
Penzen deactivates Shielding.
Penzen aims less carefully.
Penzen's acid damage is no longer so potent.
The protective shield of Penzen disappears.
Penzen is free from the acid.
Penzen deactivates Pure Aether.
Penzen deactivates Trained Reactions.
Temporal hound deactivates Elemental Discord.