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 | Normal Adventure |
Sex | Male |
Race | Dwarf |
Class | Berserker |
Level / Exp | 50 / 807% |
Size | medium |
Lifes / Deaths | Killed by skeleton mage at level 25 on the 3rd Profit 123rd year of Ascendancy at 22:56 0 / 9Killed by icy orc wyrmic at level 31 on the 20th Stralite 124th year of Ascendancy at 19:25 Killed by skeleton master archer at level 35 on the 7th Profit 124th year of Ascendancy at 21:55 Killed by venom drake at level 42 on the 43rd Steel 125th year of Ascendancy at 21:06 Killed by armoured skeleton warrior at level 43 on the 15th Gold 125th year of Ascendancy at 09:26 Killed by armoured skeleton warrior at level 43 on the 15th Gold 125th year of Ascendancy at 09:53 Killed by Urist's Inner Demon at level 49 on the 28th Voratun 125th year of Ascendancy at 05:56 Killed by Atamathon the Giant Golem at level 50 on the 25th Profit 125th year of Ascendancy at 07:29 Killed by Atamathon the Giant Golem at level 50 on the 25th Profit 125th year of Ascendancy at 07:30 |
Primary Stats
Strength | 173 (base 60) |
Dexterity | 67 (base 40) |
Constitution | 102 (base 62) |
Magic | 30 (base 15) |
Willpower | 31 (base 8) |
Cunning | 78 (base 60) |
Resources
Life | -32/2002 |
Stamina | 291/300 |
Healing Factor | 1.4 |
Regeneration | 26.3843824907 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
See Stealth | 5 |
See Invisible | 11 |
ESP Range | 10 |
ESP Kinds | dragon, animal/canine |
Offense: Mainhand
Damage | 330 |
Accuracy | 71 |
Crit Chance | 76% |
APR | 64 |
Speed | 1.00 |
Offense: Spell
Spellpower | 33.5 |
Crit Chance | 37% |
Speed | 1 |
Offense: Mind
Mindpower | 36.45 |
Crit Chance | 27% |
Speed | 1 |
Offense: Damage Bonus
All | +9% |
Defense: Base
Armour (hardiness) | 50.8 (92%) |
Defense | 30.475 |
Ranged Defense | 30.475 |
Fatigue | 0 |
Physical Save | 69.4375 |
Spell Save | 65.4625 |
Mental Save | 58.216666666667 |
Defense: Resistances
All | + 22%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 10% |
Blind Resistance | 50% |
Instadeath Resistance | 100% |
Knockback Resistance | 50% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 23 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 616 damage for 6 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 715 life over 5 turns. Its effects scale with your Strength 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 464 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 735 damage for 5 turns. Its effects scale with your Constitution stat. |
Class Talents
Technique / Two-handed assault | 1.80 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat veteran | 1.60 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Cunning / Dirty fighting | 1.20 |
| 4/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat techniques | 1.60 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 4/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
detrimental effect | The target is on fire, taking 16.17 fire damage per turn. Burning |
beneficial effect | The thrill of combat improves the target's maximum life by 12%, life regeneration by 11.14, and stamina regeneration by 2.23. Bloodbath |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Willpower by +1. | done |
You failed to protect the injured seer from death by skeleton archer. Escort: injured seer (level 8 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by Urist. Escort: lone alchemist (level 1 of Heart of the Gloom) | failed |
You failed to protect the lone alchemist from death by large white snake. Escort: lone alchemist (level 2 of Daikara) | failed |
You failed to protect the lost anorithil from death by great wolf. Escort: lost anorithil (level 1 of Daikara) | failed |
You failed to protect the lost sun paladin from death by skeleton warrior. Escort: lost sun paladin (level 2 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved Strength by +2. | done |
You failed to protect the lost warrior from death by white wolf. Escort: lost warrior (level 3 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 6 of Dreadfell. Escort: temporal explorer (level 6 of Dreadfell)As a reward you improved Willpower 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. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | failed |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1033. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest 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 |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of voratun boots 'Pitchbrawn' (0 def, 5 armour) =cool= pair of voratun boots 'Pitchbrawn' (0 def, 5 armour) =cool=Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +5 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +4% Changes stats: +3 Con Changes resistances: +7% lightning / +11% temporal Changes resistances penetration: +10% darkness Changes damage: +9% physical Reduces incoming crit damage: 15.00% Physical save: +13 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +15 (+4 eff.) Stamina each turn: +0.60 Maximum life: +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | nightwalker's alchemist's lamp of clarity =yes= nightwalker's alchemist's lamp of clarity =yes=Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Changes stats: +4 Wil Critical mult.: +13.00% Mental save: +8 (+2 eff.) Light radius: +3 See stealth: +5 See invisible: +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | bladed hardened leather cap of the bounder (0 def, 3 armour) =headbutt= bladed hardened leather cap of the bounder (0 def, 3 armour) =headbutt=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 7 physical Changes stats: +11 Str / +7 Dex It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1034.2 Physical damage. If the attack hits, the target is confused (43% 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 cap made of leather. |
Tool | Honeywood Chalice =getdrunk= Honeywood Chalice =getdrunk=Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+2 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
On fingers | Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Combat training +0.30 Technique / Archery prowess +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Finishing moves +0.30 Technique / Thuggery +0.30 Technique / Shield defense +0.30 Technique / Two-handed weapons +0.30 Technique / Combat veteran +0.30 Technique / Superiority +0.30 Technique / Pugilism +0.30 Technique / Two-handed assault +0.30 Technique / Combat techniques +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Unarmed training +0.30 Technique / Archery excellence +0.30 Technique / Shield offense +0.30 Technique / Grappling +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
On fingers | gladiator's stralite ring of warding gladiator's stralite ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +7 Str / +8 Con Changes resistances: +10% acid / +18% fire / +24% cold / +18% lightning Rings can have magical properties. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In main hand | Warmaster Gnarg's Murderblade (172% power, 19 apr) Warmaster Gnarg's Murderblade (172% power, 19 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 172% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +19 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to send the wielder into a killing frenzy Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed assault +0.20 Technique / Two-handed weapons A blood-etched greatsword, it has seen many foes. From the inside. |
On hands | Hand of the World-Shaper (0 def, 12 armour) Hand of the World-Shaper (0 def, 12 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+5 eff.) Spell crit. chance: +10% It can be used to activate talent Earthquake (costing 30 power out of 30/30) : Effective talent level: 4.8 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 51.44 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Main armor | Chromatic Harness (10 def, 14 armour) =resists= Chromatic Harness (10 def, 14 armour) =resists=Requires: - Talent Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+5 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% cold / +20% acid / +20% fire Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Corrosive Breath (-3 turns) Fire Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Cloak | wyrmwaxed elven-silk cloak of backstabbing (3 def, 0 armour) wyrmwaxed elven-silk cloak of backstabbing (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +11 Defense: +3 (+2 eff.) Changes resistances: +8% acid / +8% fire / +8% cold / +8% lightning Critical mult.: +20.00% Stealth bonus: +10 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | warrior's voratun amulet of murder =yes= warrior's voratun amulet of murder =yes=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +7 Physical crit. chance: +5.0% Changes resistances: +10% physical Critical mult.: +15.00% Stamina each turn: +0.80 Amulets can have magical properties. |
Inventory
Rune of the Rift (274.00 temporal damage, removed from time 4 turns) Rune of the Rift (274.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 298.66 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
controlled phase door rune of the titan (range 13) controlled phase door rune of the titan (range 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 13. 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. |
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. |
Bokuchik BokuchikInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +5 Wil Mental save: +12 (+3 eff.) Confusion immunity: +22% Life regen: +0.80 Mindpower: +12 (+5 eff.) Healing mod.: +35% Amulets can have magical properties. |
Earthen Beads =retardsaver= Earthen Beads =retardsaver=Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 40 power out of 40/40) : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 213 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Obsidianworm ObsidianwormPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Damage (Melee): 13 light / 15 darkness Effects when hit in melee: * 15% chance to inflict damage reduction * 8% chance to blind Damage when hit (Melee): 8 nature / 8 darkness Changes stats: +9 Dex / +18 Cun / +10 Con Changes resistances: +3% darkness Changes resistances penetration: +20% darkness / +20% nature Changes damage: +12% light / +18% darkness Life regen: +1.10 Stamina each turn: +0.90 Movement speed: +10% Amulets can have magical properties. |
Withering Orbs =invisobitches= Withering Orbs =invisobitches=Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
enraging stralite amulet =rarararagrahrgahrhgarar= enraging stralite amulet =rarararagrahrgahrhgarar=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +6 (+1 eff.) Changes damage: +8% physical Combat speed: +10% Amulets can have magical properties. |
insulating stralite amulet of murder insulating stralite amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +7 Physical crit. chance: +3.0% Changes resistances: +18% cold / +19% fire Critical mult.: +14.00% 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. |
Lisossra the gold ring Lisossra the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +3 Physical power: +6 (+1 eff.) Changes resistances: +30% nature Changes damage: +15% nature Life regen: +0.40 Maximum stamina: +15.00 Healing mod.: +5% Rings can have magical properties. |
Nightsong =sure= Nightsong =sure=Infused 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 (+4 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 22 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. |
Void Orb Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+2 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+5 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 121.25 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Zelathandur ZelathandurPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +1 Physical power: +6 (+1 eff.) Fatigue: -6% Changes stats: +6 Dex / +7 Mag / +8 Wil Changes resistances: +40% darkness Changes damage: +20% darkness Silence immunity: +50% Mana each turn: +0.35 Spellpower: +15 (+7 eff.) Rings can have magical properties. |
rogue's voratun ring of life =tanks= rogue's voratun ring of life =tanks=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +18 (+9 eff.) Changes stats: +9 Cun Life regen: +2.00 Maximum life: +86.00 Healing mod.: +24% Rings can have magical properties. |
savage's voratun ring of warding =resists= savage's voratun ring of warding =resists=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +2 Con Changes resistances: +20% acid / +15% fire / +20% cold / +23% lightning Spell save: +18 (+4 eff.) Maximum stamina: +37.00 Rings can have magical properties. |
savior's voratun ring of life =tanks= savior's voratun ring of life =tanks=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical save: +11 (+3 eff.) Spell save: +9 (+2 eff.) Mental save: +12 (+3 eff.) Life regen: +1.70 Maximum life: +69.00 Healing mod.: +23% Rings can have magical properties. |
Eksatin's Ultimatum (175% power, 25 apr) =chop!= Eksatin's Ultimatum (175% power, 25 apr) =chop!=Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 175% Range: 1.5x Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +25.0% Attack speed: 100% On weapon crit: * decapitate a weakened target When wielded/worn: Critical mult.: +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
Khulmanar's Wrath (182% power, 8 apr) =cool= Khulmanar's Wrath (182% power, 8 apr) =cool=Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 182% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. It can be used to activate talent Infernal Breath (costing 35 power out of 35/35) : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 275.45 fire damage, and flames will be left dealing a further 64.58 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
Borosk's Hate (172% power, 22 apr) =cool= Borosk's Hate (172% power, 22 apr) =cool=Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 172% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to strike the target again. When wielded/worn: Changes stats: +10 Str / +5 Dex / +15 Con Talent mastery: +0.20 Technique / Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
Champion's Will (179% power, 22 apr) =cool= Champion's Will (179% power, 22 apr) =cool=Requires: - Strength 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. Power: 179% Range: 1.6x Uses stats: 115% Str, 20% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Physical crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt, costing 30 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
Eyal's Will (124% power, 40 apr, nature damage) Eyal's Will (124% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 124% Range: 1.1x Uses stats: 60% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +10 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Mindpower: +18 (+7 eff.) Mental crit. chance: +9% It can be used to activate talent Slime Wave (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 7, doing 35.29 slime damage for 11 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
Yarevon the Skyravage (115% power, 40 apr, nature damage) Yarevon the Skyravage (115% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar dreams of an epiphany. This mindstar absorbs psionic energy that needs to be projected. Power: 115% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to daze Damage (Melee): +8 blight When wielded/worn: Damage when hit (Melee): 8 blight Changes resistances: +23% lightning / +22% fire / +23% mind / +25% cold Changes resistances penetration: +10% lightning Changes damage: +6% blight / +6% lightning Talent masteries: +0.20 Psionic / Voracity +0.20 Psionic / Absorption Mental save: +17 (+5 eff.) Maximum psi: +79.00 Mindpower: +10 (+5 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
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 Wil / +10 Mag Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+18 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Telos's Staff (Bottom Half) Telos's Staff (Bottom Half)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+2 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. |
Razorblade, the Cursed Waraxe (170% power, 16 apr) Razorblade, the Cursed Waraxe (170% power, 16 apr)Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Power: 170% Range: 1.4x Uses stat: 100% Str Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Dex Changes damage: +10% physical See invisible: +5 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
balancing drakeskin leather belt of the vagrant =crits= balancing drakeskin leather belt of the vagrant =crits=Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Changes stats: +5 Dex / +4 Cun / +4 Con Mental save: +15 (+4 eff.) Mindpower: +8 (+4 eff.) Mental crit. chance: +8% A belt that goes around your waist. |
ravager's drakeskin leather belt of containment =hm= ravager's drakeskin leather belt of containment =hm=Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes resistances penetration: +12% physical Changes damage: +14% physical Maximum life: +95.00 Maximum mana: +45.00 Maximum stamina: +33.00 Maximum hate: +13.00 Maximum psi: +23.00 Maximum vim: +30.00 Maximum pos.energy: +20.00 Maximum neg.energy: +30.00 Reduces paradox anomalies(equivalent to willpower): +16 A belt that goes around your waist. |
skylord's drakeskin leather belt of containment =cool= skylord's drakeskin leather belt of containment =cool=Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Str / +7 Dex / +5 Wil / +5 Cun Physical save: +16 (+4 eff.) Spell save: +17 (+4 eff.) Mental save: +18 (+5 eff.) Maximum life: +76.00 Maximum mana: +53.00 Maximum stamina: +55.00 Maximum hate: +20.00 Maximum psi: +20.00 Maximum vim: +39.00 Maximum pos.energy: +33.00 Maximum neg.energy: +32.00 Reduces paradox anomalies(equivalent to willpower): +17 A belt that goes around your waist. |
skylord's hardened leather belt of valiance =cool= skylord's hardened leather belt of valiance =cool=Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Str / +4 Dex / +6 Wil / +4 Cun Physical save: +15 (+4 eff.) Spell save: +13 (+3 eff.) Mental save: +22 (+6 eff.) Maximum life: +49.00 A belt that goes around your waist. |
Hurythad (2 def, 0 armour) =dura= Hurythad (2 def, 0 armour) =dura=Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +2 (+0 eff.) Defense: +2 (+1 eff.) Changes stats: +2 Dex Changes resistances: +3% acid Changes damage: +9% physical Critical mult.: +6.00% Maximum life: +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
marshal's elven-silk cloak of mindcraft (3 def, 0 armour) =tanks= marshal's elven-silk cloak of mindcraft (3 def, 0 armour) =tanks=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 / +6 Wil / +5 Cun / +5 Con Physical save: +12 (+3 eff.) Maximum life: +92.00 Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
wyrmwaxed cashmere cloak of Iron Throne (2 def, 0 armour) =resists= wyrmwaxed cashmere cloak of Iron Throne (2 def, 0 armour) =resists=Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +7% acid / +7% fire / +6% cold / +7% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Boots of the Hunter (2 def, 12 armour) =boing!= Boots of the Hunter (2 def, 12 armour) =boing!=Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cursed / Endless hunt +0.20 Cunning / Trapping +0.20 Cursed / Predator Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for 4 turns (does not use a turn), costing 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Cloudfist the pair of drakeskin leather boots (0 def, 5 armour) =cool= Cloudfist the pair of drakeskin leather boots (0 def, 5 armour) =cool=Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 40% chance to daze Damage when hit (Melee): 16 mind Changes resistances: +3% mind Changes resistances penetration: +5% mind Changes damage: +3% lightning Life regen: +4.60 Healing mod.: +29% A pair of boots made of leather. |
Polytha the pair of hardened leather boots (0 def, 3 armour) =cool= Polytha the pair of hardened leather boots (0 def, 3 armour) =cool=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +6 Str / +4 Cun / +3 Con Critical mult.: +3.00% Physical save: +19 (+5 eff.) Mental save: +19 (+5 eff.) Infravision radius: +1 A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour) =boing= Wanderer's Rest (4 def, 0 armour) =boing=Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
blood-soaked pair of dwarven-steel boots of invasion (0 def, 4 armour) =crits= blood-soaked pair of dwarven-steel boots of invasion (0 def, 4 armour) =crits=Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +8 Physical crit. chance: +8.0% Physical power: +7 (+1 eff.) Armour: +4 Fatigue: +3% Changes resistances penetration: +8% physical Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
psychic's drakeskin leather gloves of war-making (0 def, 3 armour) psychic's drakeskin leather gloves of war-making (0 def, 3 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Armour: +3 Damage (Melee): 9 mind Changes resistances: +7% mind Changes damage: +8% mind Critical mult.: +11.00% Spell crit. chance: +13% Mental crit. chance: +12% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Dragon-helm of Kroltar (5 def, 9 armour) =KROLTAR= Dragon-helm of Kroltar (5 def, 9 armour) =KROLTAR=Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Armour: +9 Defense: +5 (+2 eff.) Fatigue: +10% Changes stats: +5 Str / -4 Lck / +5 Con It can be used to activate talent Warshout (costing 45 power out of 45/45) : Effective talent level: 3.0 Power cost: 45 out of 45/45. Range: melee/personal Travel Speed: instantaneous Description: Shout your warcry in a frontal cone of radius 6. Any targets caught inside will be confused for 6 turns. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Ivigavena the voratun helm (8 def, 14 armour) =cool= Ivigavena the voratun helm (8 def, 14 armour) =cool=Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +14 Defense: +8 (+4 eff.) Fatigue: +5% Changes stats: +1 Dex Changes resistances: +7% all / +3% physical Physical save: +25 (+6 eff.) Stamina each turn: +0.60 Healing mod.: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
drakeskin leather cap 'Chadig' (0 def, 5 armour) =dura= drakeskin leather cap 'Chadig' (0 def, 5 armour) =dura=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Con Changes resistances: +11% nature Spell save: +8 (+2 eff.) Life regen: +0.40 Only die when reaching: -40.00 life Maximum life: +85.00 Healing mod.: +27% A cap made of leather. |
Bokoromindil (4 def, 25 armour) =cool= Bokoromindil (4 def, 25 armour) =cool=Requires: - Strength 38 - Talent Armour Training Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +25 Defense: +4 (+2 eff.) Fatigue: +16% Changes stats: +14 Str / +4 Mag / +6 Con Changes resistances: +13% physical / +21% darkness / +6% temporal Reduces incoming crit damage: 15.00% Cut immunity: +5% Maximum life: +80.00 Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 32 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Amikalthotar the reinforced leather armour (14 def, 14 armour) =cool= Amikalthotar the reinforced leather armour (14 def, 14 armour) =cool=Requires: - Strength 18 Powered by arcane forces Infused by nature Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +7.0% Physical power: +20 (+3 eff.) Armour: +14 Defense: +14 (+7 eff.) Fatigue: +8% Damage when hit (Melee): 8 acid / 9 fire / 9 lightning / 9 cold Changes stats: +4 Str / +11 Mag / +7 Wil / +4 Cun Changes resistances: +27% lightning / +9% fire / +8% acid / +8% cold Changes resistances penetration: +15% blight Grants telepathy: Demon/Minor Demon/Major Mental save: +19 (+5 eff.) Spellpower: +18 (+8 eff.) Spell crit. chance: +6% Mindpower: +18 (+7 eff.) Mental crit. chance: +8% Light radius: +2 Infravision radius: +2 A suit of armour made of leather. |
Molten Skin (15 def, 12 armour) =woah= Molten Skin (15 def, 12 armour) =woah=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 Celestial / Sunlight +0.10 Spell / Wildfire +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+7 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 12 power out of 16/16) : Effective talent level: 4.0 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 5, knocking back anything caught inside and setting them ablaze, doing 101.57 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. |
Cuirass of the Dark Lord (0 def, 30 armour) =dark= Cuirass of the Dark Lord (0 def, 30 armour) =dark=Requires: - Strength 52 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +30 Fatigue: +25% Damage when hit (Melee): 30 physical Changes stats: +10 Str / +10 Con Changes resistances: +20% physical Physical save: +15 (+4 eff.) Life regen: +0.00 Blood Charges: 0 It can be used to drain blood from all creatures within 5 spaces, causing them to bleed for 120 physical damage over 4 turns. For each creature drained (up to 10), the armor's stats increase, but decrease back to normal over 10 turns, costing 25 power out of 25/25. Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only the plate remained, dying to finally taste fresh blood again. |
Plate of the Blackened Mind (15 def, 40 armour) Plate of the Blackened Mind (15 def, 40 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+8 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+4 eff.) Mental save: +25 (+7 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+5 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 15 power out of 25/25) : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 6 Armour, 9 Defense and your attacks will gain 30% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Tarrasca (0 def, 50 armour) =heavymetal= Tarrasca (0 def, 50 armour) =heavymetal=Requires: - Strength 52 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+11 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage equal to the speed detriment, but never to less than 30% of the original damage. Current Resistance: 0% It can be used to slow the movement speed of all creatures within 5 spaces (including yourself) by 40%, costing 25 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
Thalore-Wood Cuirass (4 def, 12 armour) =finally= Thalore-Wood Cuirass (4 def, 12 armour) =finally=Requires: - Strength 24 - Talent Armour Training (level 3) Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+2 eff.) Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
impenetrable voratun plate armour of the dragon (9 def, 35 armour) =cool= impenetrable voratun plate armour of the dragon (9 def, 35 armour) =cool=Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +35 Defense: +9 (+4 eff.) Fatigue: +26% Changes stats: +5 Str / +5 Con Changes resistances: +11% acid / +12% physical / +10% fire / +7% cold / +12% lightning Talent cooldown: Rush (-5 turns) Disarm immunity: +32% Stun/Freeze immunity: +31% Knockback immunity: +29% A suit of armour made of metal plates. |
Windborne Azurite =WAT= Windborne Azurite =WAT=Powered 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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Dairagund (dig speed 23 turns) =digitup= Dairagund (dig speed 23 turns) =digitup=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +1 Cun / +2 Str Grants telepathy: Dragon Critical mult.: +10.00% Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang =awesome= Rungof's Fang =awesome=Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Lifebinding Emerald =wat= Lifebinding Emerald =wat=Infused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
Heart of Poosh =poosh!= Heart of Poosh =poosh!=Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Eldritch Pearl =wat-er= Eldritch Pearl =wat-er=Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+6 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 3, doing 18.65 cold damage and 23.09 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interracts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+5 eff.) Light radius: +5 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing in brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 135.54 darkness damage (based on Mindpower and charge), costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Zeredil the Scorchsaw Zeredil the ScorchsawInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +4 Dex / +4 Mag / +1 Cun Changes resistances penetration: +10% fire Changes damage: +6% mind Maximum life: +73.00 Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
bright alchemist's lamp of health =sofuckingbright= bright alchemist's lamp of health =sofuckingbright=Infused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +59.00 Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +12 (+6 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 32 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Prothotipe's Prismatic Eye =wat= Prothotipe's Prismatic Eye =wat=Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command) =wat= Dragon Orb (Orb of Command) =wat=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) =wat= Elemental Orb (Orb of Command) =wat=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) =wat= Orb of Destruction (Orb of Command) =wat=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) =wat= Orb of Undeath (Orb of Command) =wat=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. |
Petrified Wood =wat= Petrified Wood =wat=Infused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot. |
Runed Skull =wat= Runed Skull =wat=Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+4 eff.) Dull red runes are etched all over this blackened skull. |
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. |
4 fire opal 4 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 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. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 348.80 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
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. |
Demonschism [power 8] (16 cooldown) Demonschism [power 8] (16 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 41% chance to daze Damage when hit (Melee): 4 darkness Changes resistances penetration: +5% darkness Hate when firing a critical mind attack: +4.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +1% It can be used to absorb and nullify at most 8 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 16 turns. Torques are made by powerful psionics to store psionic powers. |
hateful stralite torque of thermal psionic shield [power 99] (20 cooldown) =TORC= hateful stralite torque of thermal psionic shield [power 99] (20 cooldown) =TORC=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 99 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 7 hate. Torques are made by powerful psionics to store psionic powers. |
quiet steel torque of charged psionic shield [power 47] (20 cooldown) =TORC= quiet steel torque of charged psionic shield [power 47] (20 cooldown) =TORC=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +1 Silence It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 47 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of kinetic psionic shield 'Layoma' [power 427] (52 cooldown) =WHAT!?= voratun torque of kinetic psionic shield 'Layoma' [power 427] (52 cooldown) =WHAT!?=Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 4 mind Changes resistances: +3% mind / +6% acid Maximum wards: +2 physical / +3 mind / +3 darkness Changes resistances penetration: +15% mind Talent granted: +1 Ward It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 427 for 7 turns, putting all charms on cooldown for 52 turns. Torques are made by powerful psionics to store psionic powers. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Pearl of Life and Death =WINNER= Pearl of Life and Death =WINNER=Infused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
5 diamond 5 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. |
3 moonstone 3 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) 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 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.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By Urist the Dwarf Berserker level 27
7th Profit 123rd year of Ascendancy at 13:00 see stats
By Urist the Dwarf Berserker level 46
27th Gold 125th year of Ascendancy at 14:50 see stats
By Urist the Dwarf Berserker level 27
5th Profit 123rd year of Ascendancy at 17:03 see stats
By Urist the Dwarf Berserker level 33
28th Stralite 124th year of Ascendancy at 08:47 see stats
By Urist the Dwarf Berserker level 47
39th Stralite 125th year of Ascendancy at 18:01 see stats
By Urist the Dwarf Berserker level 41
23rd Loss 124th year of Ascendancy at 07:34 see stats
By Urist the Dwarf Berserker level 32
24th Stralite 124th year of Ascendancy at 06:58 see stats
By Urist the Dwarf Berserker level 35
1st Profit 124th year of Ascendancy at 07:36 see stats
By Urist the Dwarf Berserker level 11
10th Dearth 122nd year of Ascendancy at 23:17 see stats
By Urist the Dwarf Berserker level 41
41st Steel 125th year of Ascendancy at 09:27 see stats
By Urist the Dwarf Berserker level 34
38th Stralite 124th year of Ascendancy at 16:19 see stats
By Urist the Dwarf Berserker level 31
20th Stralite 124th year of Ascendancy at 20:00 see stats
By Urist the Dwarf Berserker level 30
25th Wealth 123rd year of Ascendancy at 17:46 see stats
By Urist the Dwarf Berserker level 40
20th Loss 124th year of Ascendancy at 19:00 see stats
By Urist the Dwarf Berserker level 18
12nd Steel 123rd year of Ascendancy at 00:21 see stats
By Urist the Dwarf Berserker level 50
2nd Profit 125th year of Ascendancy at 05:03 see stats
By Urist the Dwarf Berserker level 15
7th Loss 122nd year of Ascendancy at 16:42 see stats
By Urist the Dwarf Berserker level 20
9th Stralite 123rd year of Ascendancy at 17:54 see stats
By Urist the Dwarf Berserker level 30
27th Steel 124th year of Ascendancy at 12:30 see stats
By Urist the Dwarf Berserker level 49
25th Voratun 125th year of Ascendancy at 02:21 see stats
By Urist the Dwarf Berserker level 34
38th Stralite 124th year of Ascendancy at 17:32 see stats
By Urist the Dwarf Berserker level 23
23rd Voratun 123rd year of Ascendancy at 01:23 see stats
By Urist the Dwarf Berserker level 48
39th Stralite 125th year of Ascendancy at 22:19 see stats
By Urist the Dwarf Berserker level 44
15th Gold 125th year of Ascendancy at 16:05 see stats
By Urist the Dwarf Berserker level 10
24th Wealth 122nd year of Ascendancy at 18:13 see stats
By Urist the Dwarf Berserker level 20
14th Steel 123rd year of Ascendancy at 00:16 see stats
By Urist the Dwarf Berserker level 30
24th Wealth 123rd year of Ascendancy at 19:45 see stats
By Urist the Dwarf Berserker level 40
8th Loss 124th year of Ascendancy at 20:17 see stats
By Urist the Dwarf Berserker level 50
29th Voratun 125th year of Ascendancy at 17:38 see stats
By Urist the Dwarf Berserker level 29
14th Wealth 123rd year of Ascendancy at 09:31 see stats
By Urist the Dwarf Berserker level 47
25th Stralite 125th year of Ascendancy at 07:53 see stats
By Urist the Dwarf Berserker level 43
7th Gold 125th year of Ascendancy at 20:15 see stats
By Urist the Dwarf Berserker level 17
14th Shortage 122nd year of Ascendancy at 08:28 see stats
By Urist the Dwarf Berserker level 28
19th Profit 123rd year of Ascendancy at 20:44 see stats
By Urist the Dwarf Berserker level 28
19th Profit 123rd year of Ascendancy at 01:21 see stats
By Urist the Dwarf Berserker level 16
27th Loss 122nd year of Ascendancy at 21:51 see stats
By Urist the Dwarf Berserker level 32
20th Stralite 124th year of Ascendancy at 21:31 see stats
By Urist the Dwarf Berserker level 5
18th Voratun 122nd year of Ascendancy at 20:55 see stats
By Urist the Dwarf Berserker level 50
2nd Profit 125th year of Ascendancy at 05:01 see stats
By Urist the Dwarf Berserker level 28
25th Profit 123rd year of Ascendancy at 21:57 see stats
By Urist the Dwarf Berserker level 9
19th Wealth 122nd year of Ascendancy at 13:05 see stats
By Urist the Dwarf Berserker level 47
25th Stralite 125th year of Ascendancy at 12:35 see stats
By Urist the Dwarf Berserker level 21
39th Stralite 123rd year of Ascendancy at 11:45 see stats
By Urist the Dwarf Berserker level 50
2nd Profit 125th year of Ascendancy at 05:03 see stats
By Urist the Dwarf Berserker level 38
25th Dearth 124th year of Ascendancy at 07:19 see stats
By Urist the Dwarf Berserker level 12
32nd Dearth 122nd year of Ascendancy at 17:24 see stats
By Urist the Dwarf Berserker level 36
8th Wealth 124th year of Ascendancy at 15:33 see stats
By Urist the Dwarf Berserker level 21
38th Stralite 123rd year of Ascendancy at 20:09 see stats
By Urist the Dwarf Berserker level 24
3rd Acquisition 123rd year of Ascendancy at 21:41 see stats
By Urist the Dwarf Berserker level 17
19th Iron 123rd year of Ascendancy at 13:34 see stats
By Urist the Dwarf Berserker level 50
25th Profit 125th year of Ascendancy at 07:29 see stats
By Urist the Dwarf Berserker level 26
5th Profit 123rd year of Ascendancy at 02:48 see stats
Log
Urist uses Warshout.
Atamathon the Giant Golem wanders around!.
Atamathon the Giant Golem's fire burn area effect hits Urist for 80 fire damage.
Atamathon the Giant Golem casts Eye Beam.
Saving game...
Atamathon the Giant Golem hits Urist for 164 fire, 292 light, 175 physical, 483 fire (1114 total damage).
Urist the level 50 dwarf berserker was burnt to death by Atamathon the Giant Golem on level 1 of Golem Graveyard.
Atamathon the Giant Golem killed Urist!
Saving done.
The Blood of Life rushes through your dead body. You come back to life!
Urist deactivates Berserker Rage.
Urist's rage subsides!
Urist has finished recovering.
Urist deactivates Battle Trance.
Urist stops burning.
Personal New Achievement: Unstoppable!
Saving game...
Saving done.
Urist uses Shattering Blow.
Urist performs a melee critical strike against Atamathon the Giant Golem!
Urist revels in the spilt blood and grows stronger!
Atamathon the Giant Golem reflects damage back to Urist!
Urist hits Atamathon the Giant Golem for 582 physical damage.
Atamathon the Giant Golem hits Urist for 623 physical, 204 fire (827 total damage).
Urist is on fire!
Atamathon the Giant Golem's fire burn area effect hits Urist for 84 fire damage.
Urist performs a melee critical strike against Atamathon the Giant Golem!
Urist's blood frenzy intensifies!
Saving game...