











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Yeek |
| Class | Skirmisher |
| Level / Exp | 50 / 3846% |
| Size | small |
| Lifes / Deaths | Killed by Veledanor the forest wight at level 20 on the 31st Dusk 122nd year of Ascendancy at 04:29 5 / 3Killed by Urkis, the High Tempest at level 23 on the 61st Haze 122nd year of Ascendancy at 15:23 Killed by Brightest Toot at level 50 on the 67th Haze 123rd year of Ascendancy at 10:38 |
| Antimagic | Follower |
Primary Stats
| Strength | 40 (base 13) |
| Dexterity | 118 (base 65) |
| Constitution | 107 (base 47) |
| Magic | 30 (base 12) |
| Willpower | 109 (base 41) |
| Cunning | 113 (base 64) |
Resources
| Life | 1904/1904 |
| Stamina | 17/494 |
| Equilibrium | 79 |
| Healing Factor | 1.925340567427 |
| Regeneration | 83.781726022779 |
Speed
| Mental | -7.7715611723761E-14% |
| Attack | 0% |
| Movement | +69% |
| Spell | 0% |
| Global | +115% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 8 |
| See Stealth | 80.742329355218 |
| See Invisible | 80.742329355218 |
Offense: Mainhand
| Damage | 224 |
| Accuracy | 82 |
| Crit Chance | 97% |
| APR | 47 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 25 |
| Crit Chance | 39% |
| Speed | 1 |
Offense: Mind
| Mindpower | 79 |
| Crit Chance | 49% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +21% |
| Mind | +22% |
| Nature | +33% |
| Darkness | +31% |
| Physical | +22% |
| Cold | +24% |
| All | +7% |
Offense: Damage Penetration
| Physical | +61% |
| Cold | +44% |
| All | +14% |
| Lightning | +39% |
| Light | +19% |
| Temporal | +19% |
| Mind | +19% |
| Darkness | +44% |
| Nature | +39% |
Defense: Base
| Armour (hardiness) | 62.512106701502 (100%) |
| Defense | 103 |
| Ranged Defense | 103 |
| Fatigue | 0 |
| Physical Save | 63 |
| Spell Save | 57 |
| Mental Save | 73 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 48%( 70%) |
| Physical | + 70%( 70%) |
| Cold | + 70%( 70%) |
| All | + 29%( 70%) |
| Darkness | + 49%( 70%) |
| Light | + 54%( 70%) |
| Temporal | + 57%( 70%) |
| Lightning | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Teleport Resistance | 100% |
| Disarm Resistance | 0% |
| Instadeath Resistance | 100% |
| Silence Resistance | 53% |
Inscriptions (5/5)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 878 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 41% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 41% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 759% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 21% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Tireless Combatant | 1.30 |
| 2/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Technique / Buckler Training | 1.30 |
| 4/5 |
| 3/5 |
| 4/5 |
| 3/5 |
| Cunning / Poisons | 1.30 |
| 4/5 |
| 2/5 |
| 5/5 |
| 3/5 |
| Cunning / Called Shots | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 5/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.30 |
| 2/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 3/5 |
| 5/5 |
| 1/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
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 kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by fire drake. Escort: injured seer (level 2 of Daikara) | failed |
You abandoned injured seer, to death. Escort: injured seer (level 2 of Trollmire) | failed |
You failed to protect the lost sun paladin from death by Porunne the copperhead snake. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the lost warrior from death by forest wight. Escort: lost warrior (level 7 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)As a reward you improved Willpower by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You 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 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. * The fortress shadow has asked that you come back as soon as possible. * 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: 3532. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. 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. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. 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. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
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 within4 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 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 'Brodyleg' (0 def, 17 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical power: +35 (+8 eff.) Armour: +17 Fatigue: -5% Damage when hit (Melee): 13 physical Changes stats: +7 Dex / +7 Mag / +13 Wil Changes resistances penetration: +32% physical Maximum encumbrance: +49 Physical save: +15 (+4 eff.) Spell crit. chance: +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Sulfurrot (27/56, 80-95 power, 6 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 79.5 - 95.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +37.0% Capacity: 56 On weapon hit: * 24 arcane resource burn * 24% chance to slow global speed by 71% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% Travel speed: +237% Damage (radius 1) on hit: +4 cold / +4 physical Damage (radius 2) on crit: +8 nature / +12 physical When wielded/worn: Ammo reloads per turn: +5 Shots are used with slings to pummel your foes to death. |
| Light source | WinterquellerInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Defense: +14 (+2 eff.) Changes resistances: +15% temporal / +3% cold / +6% light / +3% fire Changes resistances penetration: +14% all Physical save: +19 (+5 eff.) Spell save: +35 (+9 eff.) Mental save: +32 (+8 eff.) Maximum life: +74.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +12% Light radius: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Velumille (5 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +9 Defense: +5 (+0 eff.) Fatigue: +3% Changes resistances: +4% all Reduces incoming crit damage: 10.00% Physical save: +10 (+3 eff.) Mental save: +15 (+4 eff.) Stun/Freeze immunity: +20% Teleport immunity: +20% Life regen: +4.00 A cap made of leather. |
| On hands | Siliselle the Blizzardhunter (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +26 Armour: +3 Fatigue: +5% Damage (Melee): 9 acid Changes stats: +7 Cun / +15 Dex Changes resistances: +7% acid / +6% cold / +9% temporal Changes resistances penetration: +10% cold / +5% temporal Changes damage: +5% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Relgomayon [power 69] (15/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Physical crit. chance: +8.0% Defense: +30 (+5 eff.) Changes stats: +4 Str Changes damage: +15% physical Physical save: +9 (+3 eff.) Hate when firing a critical mind attack: +4.00 It can be used to harden the skin for 7 turns increasing armour by 69 and armour hardiness by 60% Activation puts all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Oakmaster the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +18 (+3 eff.) Damage when hit (Melee): 2 acid Changes stats: +9 Cun Changes resistances: +12% acid / +34% cold / +40% nature Changes resistances penetration: +25% nature Changes damage: +9% acid / +17% cold / +26% nature Rings make your fingers look great! |
| On fingers | voratun ring 'Lustreimmortal'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Physical power: +15 (+3 eff.) Changes stats: +10 Str / +10 Dex / +9 Cun / +13 Con Changes resistances: +9% temporal / +6% fire Changes resistances penetration: +5% light Spell save: +21 (+6 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +50% Life regen: +20.00 Maximum life: +99.00 Healing mod.: +20% Rings make your fingers look great! |
| Around neck | The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 36 power out of 36/36) : Effective talent level: 5.5 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (125). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
| In main hand | FlashserpentRequires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Damage (Ranged): +4 lightning Damage (radius 2) on crit: +45 lightning / +45 cold When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +15.0% Changes stats: +30 Wil / +2 Cun / +25 Con Changes resistances penetration: +25% lightning / +20% cold Changes damage: +15% mind Equilibrium when hit: +0.16 Hate when firing a critical mind attack: +2.00 Maximum life: +150.00 Mental crit. chance: +2% Movement speed: +49% Slings are used to hurl stones or metal shots at your foes. |
| Around waist | drakeskin leather belt 'Isuseda'Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Defense: +15 (+2 eff.) Changes stats: +6 Con Changes resistances: +6% nature / +21% cold Changes resistances penetration: +15% physical Physical save: +15 (+4 eff.) Mental save: +9 (+2 eff.) Only die when reaching: -60.00 life Mindpower: +10 (+2 eff.) Healing mod.: +20% A belt that goes around your waist. |
| In off hand | Duridralen (0 def, 10 armour, 68-82 power, 201 block)Requires: - Shield usage training - Cunning 48 Infused by nature Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 68.5 - 82.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +201 Damage (Melee): +15 nature / +30 physical When wielded/worn: Armour: +10 Fatigue: +8% Damage (Melee): 29 cold Damage when hit (Melee): 17 ice / 8 mind Changes stats: +4 Cun / +4 Wil Changes resistances: +18% blight / +15% physical / +17% nature Talent granted: +1 Block Mental save: +6 (+2 eff.) Maximum life: +108.00 Mindpower: +10 (+2 eff.) Slows Projectiles: +38% Bonus block near projectiles: +90 Handheld deflection devices. |
| Cloak | elven-silk cloak 'Corruptionstar' (13 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +13 (+2 eff.) Effects on melee hit: * 24% chance to slow global speed by 71% Changes stats: +5 Str / +6 Con Changes resistances: +8% acid / +26% light / +25% darkness / +10% cold / +9% blight / +41% fire / +9% nature / +10% lightning Changes resistances penetration: +15% darkness Changes damage: +24% darkness Stealth bonus: +40 Physical save: +14 (+4 eff.) Spell save: +6 (+2 eff.) Maximum life: +110.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | drakeskin leather armour 'Voidbender' (36 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +36 (+6 eff.) Fatigue: +8% Effects on melee hit: * 20 arcane resource burn * 20% chance to reduce damage dealt by 34% Changes stats: +9 Dex Changes resistances: +68% acid / +55% physical / +3% light / +6% temporal / +3% darkness / +59% fire / +59% cold / +58% lightning Changes resistances penetration: +15% darkness / +5% mind Mindpower: +44 (+9 eff.) Movement speed: +20% A suit of armour made of leather. |
Inventory
healing infusion of the warrior (heal 132; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 132 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 815%; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 815% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 490%; cd 9)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 490% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of UndeathPowered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
This item will automatically be transmogrified when you leave the level.teleportation rune (range 94; cd 17) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 94 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.teleportation rune of the warrior (range 143; cd 18) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 143 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Bleakblight the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +18 Changes stats: +8 Con Changes resistances: +9% acid / +3% cold / +6% light / +12% blight Changes damage: +6% darkness Critical mult.: +17.00% Cut immunity: +90% Healing mod.: +27% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 494 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
CorpsemightCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Effects on melee hit: * 20% chance to slow global speed by 71% Damage when hit (Melee): 4 nature Changes resistances penetration: +15% nature Changes damage: +12% nature / +3% cold Life regen: +2.00 Amulets make your neck look great! |
EilinulrabaInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Armour: +4 Defense: +10 (+1 eff.) Changes stats: +2 Dex / +5 Con Changes resistances: +14% blight / +14% nature / +9% darkness Critical mult.: +10.00% Poison immunity: +25% Disease immunity: +23% Stamina each turn: +2.00 Amulets make your neck look great! |
MayoriaraCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +2 Defense: +20 (+3 eff.) Changes stats: +14 Str / +6 Dex / +6 Wil Changes resistances penetration: +15% blight / +25% physical Changes damage: +6% blight Amulets make your neck look great! |
cleansing copper amulet of cunning (+2)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes resistances: +10% nature / +12% blight Poison immunity: +21% Disease immunity: +20% Amulets make your neck look great! |
voratun amulet 'Boltbreeze'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +19 Changes stats: +1 Mag / +10 Con Changes resistances: +6% lightning Changes damage: +24% arcane Critical mult.: +16.00% Cut immunity: +80% Maximum mana: +40.00 Healing mod.: +24% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 430 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 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. |
Emevea the HellvenomCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +21% lightning / +6% fire / +20% blight Changes resistances penetration: +10% fire Disarm immunity: +32% Pinning immunity: +26% Knockback immunity: +34% Maximum life: +29.00 Rings make your fingers look great! |
HarogarinInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +28% lightning / +12% fire / +6% acid Changes damage: +11% lightning / +12% acid Disease immunity: +10% Maximum life: +20.00 Rings make your fingers look great! |
MayimiraPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +7 (+1 eff.) Changes resistances: +5% arcane / +9% light Changes resistances penetration: +20% blight Changes damage: +12% blight Stun/Freeze immunity: +20% Spellpower: +6 (+3 eff.) Mindpower: +7 (+1 eff.) Rings make your fingers look great! |
RaguldirCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +12% lightning / +9% nature / +12% darkness / +6% acid Changes resistances penetration: +25% acid Mental save: +18 (+5 eff.) Stun/Freeze immunity: +37% Knockback immunity: +20% Teleport immunity: +20% Life regen: +5.00 Rings make your fingers look great! |
Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
This item will automatically be transmogrified when you leave the level.gladiator's voratun ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Changes stats: +10 Str / +9 Con Stun/Freeze immunity: +42% Life regen: +8.00 Rings make your fingers look great! |
psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+1 eff.) Rings make your fingers look great! |
rogue's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +3 Cun Disarm immunity: +21% Pinning immunity: +23% Knockback immunity: +21% Maximum life: +20.00 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.savage's voratun ring of sensing Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Con Spell save: +20 (+6 eff.) Blindness immunity: +49% Maximum stamina: +38.00 Infravision radius: +6 See stealth: +25 See invisible: +22 Rings make your fingers look great! |
savior's copper ring of lightning (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% lightning Changes damage: +11% lightning Physical save: +7 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Rings make your fingers look great! |
solipsist's gold ring of speedCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +8 (+1 eff.) Changes stats: +5 Cun / +5 Wil Mindpower: +8 (+2 eff.) Movement speed: +13% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 32% for 5 turns. Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.voratun ring 'Chargecrack' Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +15 (+3 eff.) Changes stats: +10 Str / +7 Wil / +8 Cun / +10 Con Changes resistances: +36% cold Changes resistances penetration: +15% lightning Changes damage: +18% cold Spell save: +12 (+4 eff.) Poison immunity: +20% Stun/Freeze immunity: +27% Maximum life: +60.00 Mindpower: +15 (+3 eff.) Rings make your fingers look great! |
warrior's gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Stun/Freeze immunity: +28% Life regen: +4.00 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.elemental voratun battleaxe of massacre (80-121 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 80.5 - 120.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 41 acid damage (1/turn) When wielded/worn: Changes resistances penetration: +42% acid Changes damage: +37% acid Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.stormbringer's voratun battleaxe of corruption (58-87 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.0 - 87.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Curse of Vulnerability (20% chance level 5). Damage (radius 2) on crit: +59 lightning / +63 cold When wielded/worn: Changes resistances penetration: +31% lightning / +30% cold Movement speed: +70% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.dwarven-steel dagger of projection (18-23 power, 7 apr) Requires: - Dexterity 24 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.0 - 23.4 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.plaguebringer's steel dagger of evisceration (12-16 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.2 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 11% chance to reduce strength, dexterity, and constitution by 15 On weapon crit: * Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +10 blight When wielded/worn: Physical crit. chance: +9.0% Physical power: +9 (+2 eff.) Disease immunity: +17% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.stralite dagger of shearing (28-36 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 28.0 - 36.4 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +13 Changes resistances penetration: +13% all Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.voratun dagger of torment (36-47 power, 9 apr) Requires: - Dexterity 48 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 36.5 - 47.5 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.keeper's ash longbow of lightning Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 Damage (Ranged): +20 lightning When wielded/worn: Changes resistances penetration: +11% physical / +14% temporal Changes damage: +21% lightning / +18% physical / +21% temporal Talent cooldown: Arrow Stitching (-1 turn) Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.stormbringer's voratun longsword of dampening (42-59 power, 6 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +34 lightning / +42 cold When wielded/worn: Changes resistances: +17% acid / +17% lightning / +17% cold / +11% fire / +7% all Changes resistances penetration: +25% lightning / +25% cold Spell save: +15 (+4 eff.) Movement speed: +44% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.stralite longsword of shearing (32-46 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 32.5 - 45.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +13 Changes resistances penetration: +13% all Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.truestriking voratun longsword (43-60 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +23 (+5 eff.) Armour penetration: +10 Changes resistances penetration: +15% physical Sharp, long, and deadly. |
Korichik the voratun mace (47-66 power, 6 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 47.0 - 65.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +90 fire Damage against: +30% Unnatural When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +15 Changes stats: +10 Wil Changes resistances: +9% darkness Changes resistances penetration: +13% all / +23% fire Changes damage: +6% mind Critical mult.: +20.00% Mental save: +9 (+2 eff.) Mindpower: +15 (+3 eff.) Global speed: +11% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.gifted living mindstar of venom (16-18 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 20 acid Changes resistances: +19% acid Changes resistances penetration: +20% acid Changes damage: +17% acid Talent granted: +1 Attune Mindstar Life regen: +2.00 Mindpower: +21 (+4 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. |
Nithan's ForceRequires: - Dexterity 32 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 111% Firing range: +10 When wielded/worn: Changes stats: +10 Str / +5 Con Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +35% physical Pinning immunity: +30% Knockback immunity: +30% It can be used to activate talent Bull Shot (costing 16 power out of 16/16) : Effective talent level: 5.5 Power cost: 16 out of 16/16. Range: 10 Travel Speed: instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 226% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
This item will automatically be transmogrified when you leave the level.halfling drakeskin leather sling of acid Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Damage (Ranged): +20 acid When wielded/worn: Changes damage: +21% acid / +22% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.throat-seeking drakeskin leather sling of dampening Requires: - Dexterity 48 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / sling ; tier 5 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 On weapon crit: * silences the target Damage (Ranged): +21 nature When wielded/worn: Changes resistances: +17% acid / +14% lightning / +17% cold / +16% fire / +10% all Changes resistances penetration: +15% nature Spell save: +15 (+4 eff.) Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.bloodlich's ash vilestaff of wizardry (15-18 power, 3 apr, acid 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 stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Mag / +3 Wil / +5 Cun / +5 Con Changes damage: +15% acid Talent granted: +1 Command Staff Critical mult.: +18.00% N.Energy each turn: +0.20 Vim when firing critical spell: +5.00 Maximum mana: +50.00 Maximum vim: +32.00 Maximum neg.energy: +30.00 Spellpower: +12 (+6 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.dragonbone magestaff 'Blackbright' (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +20 Defense: +20 (+3 eff.) Damage (Melee): 34 fire Damage when hit (Melee): 6 light Maximum wards: +5 darkness Changes resistances penetration: +15% darkness / +15% arcane Changes damage: +48% darkness / +15% fire / +6% light / +3% arcane Talents granted: +10 Ward +1 Command Staff Critical mult.: +40.00% Spellpower: +23 (+11 eff.) Spell crit. chance: +5% See invisible: +20 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.shimmering dragonbone vilestaff of warding (30-36 power, 6 apr, acid element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +8 Defense: +8 (+1 eff.) Maximum wards: +2 acid Changes damage: +30% acid Talents granted: +5 Ward +1 Command Staff Mana each turn: +0.40 Maximum mana: +100.00 Spellpower: +15 (+7 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.swashbuckler's iron steamsaw of resilience (11-16 power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Base power: 11.0 - 16.5 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +1.5% Attack speed: 100% Block value: +8 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +2 Defense: +2 (+0 eff.) Fatigue: +4% Changes stats: +4 Str / +4 Dex Talent granted: +1 Block Maximum life: +52.00 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level.warbringer's stralite steamsaw of winter (32-48 power, 0 apr) Requires: - Strength 35 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 32.0 - 48.0 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +4.0% Attack speed: 100% Block value: +69 Attacks use: 1.0 Steam When used to attack (with talents): Damage (Melee): +26 cold When wielded/worn: Physical power: +11 (+2 eff.) Armour: +5 Defense: +8 (+1 eff.) Fatigue: +10% On shield block: * Deals 251 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +6 Con / +5 Wil Changes resistances: +18% cold Changes resistances penetration: +13% physical Talent granted: +2 Block Disarm immunity: +20% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level.caustic orichalcum trident of corruption (51-82 power, 16 apr) Requires: - Strength 48 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 51.0 - 81.6 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Curse of Defenselessness (20% chance level 5). Damage (radius 2) on crit: +62 acid / +63 nature When wielded/worn: Armour penetration: +19 Changes resistances penetration: +19% acid / +34% nature A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.elemental voratun waraxe of shearing (41-57 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 41 acid damage (1/turn) When wielded/worn: Accuracy: +25 (+5 eff.) Armour penetration: +15 Changes resistances penetration: +30% acid / +15% all Changes damage: +30% acid One-handed war axes. |
This item will automatically be transmogrified when you leave the level.truestriking voratun waraxe (40-57 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +23 (+5 eff.) Armour penetration: +13 Changes resistances penetration: +15% physical One-handed war axes. |
This item will automatically be transmogrified when you leave the level.voratun waraxe of crippling (39-55 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +13.0% One-handed war axes. |
Lightning CatcherInfused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: +5% Changes resistances: +30% lightning Stun/Freeze immunity: +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
Oleradig the rough leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 24% Changes stats: +3 Cun / +1 Wil Critical mult.: +5.00% Mental save: +5 (+1 eff.) Maximum life: +43.00 Maximum hate: +6.00 Mental crit. chance: +3% A belt that goes around your waist. |
Kindlewind the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 (+0 eff.) Defense: +2 (+0 eff.) Fatigue: -5% Effects on melee hit: * 20% chance to reduce armor by 24% Damage when hit (Melee): 4 acid / 4 fire Changes resistances: +12% acid / +9% temporal / +12% light / +15% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrë (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 (+1 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% 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. |
This item will automatically be transmogrified when you leave the level.ancient woollen robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes resistances: +9% all Changes resistances penetration: +7% temporal / +9% physical Changes damage: +15% temporal / +13% physical Reduces paradox anomalies(equivalent to willpower): +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's Robe of the Worm of alchemy (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +1 Cun Changes resistances: +11% acid / +11% physical / +12% fire / +12% cold / +7% all Changes damage: +6% acid / +8% physical / +6% light / +7% cold / +8% fire / +9% darkness Talent cooldown: Refit Golem (-3 turns) Spellpower: +6 (+3 eff.) Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant Rags of the Sanctuary of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +7% blight / +7% all Changes damage: +7% nature Poison immunity: +21% Disease immunity: +24% Life regen: +2.00 Maximum life: +44.00 Healing mod.: +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aerukira (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Armour: +4 Fatigue: +3% Changes stats: +12 Str / +10 Dex / +5 Con Changes resistances penetration: +25% physical Changes damage: +8% physical Light radius: +3 Infravision radius: +3 Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 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. |
Poluth the Sparkquell (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +9 Fatigue: -10% Changes resistances: +9% lightning / +5% arcane / +9% light / +18% blight Maximum encumbrance: +40 Physical save: +15 (+4 eff.) Poison immunity: +21% Stun/Freeze immunity: +21% Maximum life: +104.40 Healing mod.: +10% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.invigorating pair of drakeskin leather boots of tirelessness (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -10% Stamina each turn: +2.10 Maximum life: +60.00 Maximum stamina: +40.00 Movement speed: +10% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.traveler's pair of voratun boots of force (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Armour: +5 Fatigue: -6% Maximum encumbrance: +50 Physical save: +14 (+4 eff.) Spellpower: +9 (+4 eff.) Mindpower: +18 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.cinder iron gauntlets of sorrow (0 def, 1 armour) Requires: - Heavy armour training Infused by nature Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 13% chance to reduce all saves and defense by 42 Damage (Melee): 7 fire / 16 darkness / 16 mind Changes resistances: +6% fire Changes damage: +4% fire Mental save: -14 (-3 eff.) Mindpower: +5 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Metal gloves protecting the hands up to the middle of the lower arm. |
drakeskin leather gloves 'Dazzlerune' (0 def, 9 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +25 (+5 eff.) Physical crit. chance: +20.0% Armour: +9 Damage (Melee): 15 mind Changes stats: +2 Cun / +6 Dex Changes resistances: +15% acid / +12% temporal / +10% mind / +3% light Changes resistances penetration: +10% light Changes damage: +10% mind Critical mult.: +14.00% Mental save: +15 (+4 eff.) Maximum life: +70.00 Maximum hate: +6.00 Spell crit. chance: +20% Mental crit. chance: +19% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Brenokath the Darkwedge (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Armour: +5 Fatigue: +5% Effects on melee hit: * 27% chance to reduce damage dealt by 34% Changes stats: +14 Str / +7 Cun / +6 Con Changes resistances penetration: +34% physical Critical mult.: +26.91% Mental save: +9 (+2 eff.) Maximum stamina: +40.36 A cap made of leather. |
This item will automatically be transmogrified when you leave the level.leafwalker's voratun helm of might (0 def, 5 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +4 Str / +5 Con Changes resistances: +15% nature Spell save: +10 (+3 eff.) Maximum life: +109.00 Healing mod.: +20% 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.miner's hardened leather cap of fortune (0 def, 7 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Armour: +7 Fatigue: +3% Changes stats: +11 Lck Spell crit. chance: +6% Mental crit. chance: +6% Infravision radius: +3 A cap made of leather. |
This item will automatically be transmogrified when you leave the level.dwarven-steel mail armour of command (14 def, 16 armour) Requires: - Heavy armour training - Strength 28 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +16 Defense: +14 (+2 eff.) Fatigue: +12% Changes stats: +4 Cun Mental save: +19 (+5 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.prismatic dwarven-steel mail armour of clarity (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+0 eff.) Fatigue: +12% Changes resistances: +16% light / +16% darkness / +8% mind Mental save: +19 (+5 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.rejuvenating voratun mail armour of cold resistance (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+0 eff.) Fatigue: +12% Changes resistances: +30% cold Life regen: +7.10 Stamina each turn: +2.50 A suit of armour made of mail. |
nimble rough leather armour of the deep (6 def, 4 armour)Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Fatigue: +6% Changes stats: +3 Dex Changes resistances: +6% acid / +6% cold Allows you to breathe in: water Movement speed: +20% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.radiant rough leather armour of cold resistance (3 def, 2 armour) Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+0 eff.) Fatigue: +6% Changes stats: +2 Wil Changes resistances: +14% blight / +18% cold / +14% darkness Light radius: +2 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.rejuvenating drakeskin leather armour of stability (20 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+3 eff.) Fatigue: +8% Changes resistances: +9% physical Physical save: +25 (+7 eff.) Life regen: +6.40 Stamina each turn: +2.50 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.rough leather armour of the hero (3 def, 2 armour) Requires: - Strength 10 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+0 eff.) Fatigue: +6% Changes stats: +5 Str / +5 Dex / +4 Mag / +5 Wil / +5 Cun Maximum life: +33.00 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.rejuvenating voratun plate armour of delving (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +10 Str Changes resistances: +20% darkness / +15% physical Life regen: +8.00 Stamina each turn: +2.50 Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 4.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 34 for 7 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Blindcast (0 def, 15 armour, 48-58 power, 221 block)Requires: - Shield usage training - Cunning 35 Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 48.5 - 58.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +221 Damage (Melee): +4 darkness When wielded/worn: Armour: +15 Fatigue: +8% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +24% cold / +14% physical / +6% temporal Changes damage: +3% darkness Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.Nodas the Dayjam (0 def, 10 armour, 70-84 power, 191 block) Requires: - Shield usage training - Cunning 48 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 70.0 - 84.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +191 On weapon hit: * 27% chance to reduce strength, dexterity, and constitution by 15 * 30% chance to reduce armor by 24% Damage (Melee): +24 blight / +24 fire Damage (radius 1) on hit: +24 blight When wielded/worn: Armour: +10 Fatigue: +8% Effects on melee hit: * 27% chance to reduce strength, dexterity, and constitution by 15 Damage (Melee): 10 acid Damage when hit (Melee): 21 acid Changes resistances: +18% temporal Changes resistances penetration: +30% temporal Changes damage: +41% light Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.barbed quiver of yew arrows of annihilation (20/20, 62-88 power, 22 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 62.5 - 87.5 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +22 Crit. chance: +30.0% Capacity: 20 On weapon crit: * Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.quiver of dragonbone arrows of grasping (21/21, 55-77 power, 18 apr) Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 55.0 - 77.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +3.0% Capacity: 21 On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 293 nature damage and pinning them for 3 turns Arrows are used with bows to pierce your foes to death. |
1631 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 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. |
Tegrim (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +20 (+4 eff.) Physical power: +5 (+1 eff.) Fatigue: -6% Changes stats: +5 Str Critical mult.: +5.00% Physical save: +6 (+2 eff.) Only die when reaching: -60.00 life See invisible: +21 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "Of Knowledge And Horrors"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level.Anyrin the dwarven lantern Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical power: +41 (+10 eff.) Defense: +20 (+3 eff.) Changes stats: +7 Dex Changes resistances: +10% cold / +22% temporal Changes resistances penetration: +30% physical Changes damage: +24% mind Critical mult.: +47.20% Mental save: +15 (+4 eff.) Light radius: +5 Defense after a teleport: +16 Resist all after a teleport: +20% New effects duration reduction after a teleport: +24% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+3 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: 5.5 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 by 1 per turn to a maximum radius of 3, doing 18.98 cold damage and 18.68 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 immunity by half and interacts 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. |
This item will automatically be transmogrified when you leave the level.Vorytha the Rotstreaker Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +14 Changes stats: +2 Str / +1 Cun / +5 Con Changes resistances: +1% physical Changes resistances penetration: +5% physical / +15% all Changes damage: +9% nature Mental save: +30 (+7 eff.) Maximum stamina: +10.00 Maximum hate: +6.00 Mindpower: +10 (+2 eff.) Light radius: +7 See stealth: +46 See invisible: +47 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
watchleader's alchemist's lamp of the zealotInfused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% all Spell save: +6 (+2 eff.) Blindness immunity: +35% Confusion immunity: +17% Light radius: +8 See stealth: +14 See invisible: +7 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 7.2 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 41 for 9 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 4.5 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 22 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. 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. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
66 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
6 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire 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. |
2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Greenbreacher the pouch of voratun shots (21/21, 54-65 power, 6 apr)Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 54.0 - 64.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 21 On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% * 20% chance to knock the target back 3 spaces and deal 293 physical damage Damage (Ranged): +40 physical / +24 nature / +33 cold Damage (radius 1) on hit: +24 nature Damage (radius 2) on crit: +24 light / +15 cold Damage against: +25% Unnatural Shots are used with slings to pummel your foes to death. |
Purewild (21/21, 66-79 power, 18 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 66.0 - 79.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +18 Crit. chance: +19.0% Capacity: 21 Travel speed: +200% Damage (Ranged): +20 acid / +20 arcane / +20 mind / +20 blight Damage (radius 1) on hit: +20 nature Damage (radius 2) on crit: +20 acid Shots are used with slings to pummel your foes to death. |
Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+0 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+3 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 4.5 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 138 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
Glomima the elm totem of stinging [power 116] (15/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +14 Defense: +5 (+0 eff.) Changes stats: +1 Str / +4 Mag / +1 Con It can be used to sting an enemy dealing 154 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 71% Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+6 eff.) Mindpower: +8 (+2 eff.) It can be used to call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.) Activation costs 50 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Zubarin the dragonbone totem of stinging [power 506] (15/15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Defense: +5 (+0 eff.) Changes resistances: +3% nature / +6% lightning Reduces incoming crit damage: 15.00% Mental save: +3 (+1 eff.) Poison immunity: +24% Healing mod.: +15% It can be used to sting an enemy dealing 673 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 30% for 2 turns. * Heal for 83. * Cleanse 3 total effects of type disease, wound, or poison. * Reduce fatigue by 60% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
6 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 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+1 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 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. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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.
In the aftermath of the battle the Way tried to force you to act as a vessel to bring the Way to every sentient being.
Through an incredible display of willpower you resisted long enough to ask Aeryn to kill you.
She sadly agreed and ran her sword through you, enabling you to do the last sacrifice you could for the world.
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Brightest Toot the Yeek Skirmisher level 40
39th Regrowth 123rd year of Ascendancy at 21:57 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Brightest Toot the Yeek Skirmisher level 30
9th Decay 122nd year of Ascendancy at 20:57 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Brightest Toot the Yeek Skirmisher level 40
38th Regrowth 123rd year of Ascendancy at 07:12 see stats
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Brightest Toot the Yeek Skirmisher level 23
15th Haze 122nd year of Ascendancy at 10:38 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Brightest Toot the Yeek Skirmisher level 46
32nd Pyre 123rd year of Ascendancy at 10:40 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Brightest Toot the Yeek Skirmisher level 50
71st Dusk 123rd year of Ascendancy at 08:47 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Brightest Toot the Yeek Skirmisher level 44
28th Pyre 123rd year of Ascendancy at 15:15 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Brightest Toot the Yeek Skirmisher level 25
73rd Haze 122nd year of Ascendancy at 17:03 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Brightest Toot the Yeek Skirmisher level 22
76th Dusk 122nd year of Ascendancy at 18:05 see stats
Destroyer of the creation (Insane (Adventure) difficulty)
Killed Slasul.By Brightest Toot the Yeek Skirmisher level 48
70th Pyre 123rd year of Ascendancy at 14:28 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Brightest Toot the Yeek Skirmisher level 43
25th Pyre 123rd year of Ascendancy at 01:09 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Brightest Toot the Yeek Skirmisher level 34
4th Regrowth 123rd year of Ascendancy at 17:31 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Brightest Toot the Yeek Skirmisher level 25
74th Haze 122nd year of Ascendancy at 02:30 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Brightest Toot the Yeek Skirmisher level 24
67th Haze 122nd year of Ascendancy at 17:29 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Brightest Toot the Yeek Skirmisher level 39
36th Regrowth 123rd year of Ascendancy at 21:49 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Brightest Toot the Yeek Skirmisher level 50
64th Haze 123rd year of Ascendancy at 06:23 see stats
Flooder (Insane (Adventure) difficulty)
Defeated Ukllmswwik while doing his own quest.By Brightest Toot the Yeek Skirmisher level 48
70th Pyre 123rd year of Ascendancy at 06:02 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Brightest Toot the Yeek Skirmisher level 30
9th Decay 122nd year of Ascendancy at 20:32 see stats
Is that how it feels to be an escort quest?! (Insane (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Brightest Toot the Yeek Skirmisher level 34
9th Allure 123rd year of Ascendancy at 11:48 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Brightest Toot the Yeek Skirmisher level 10
7th Flare 122nd year of Ascendancy at 22:45 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Brightest Toot the Yeek Skirmisher level 20
30th Dusk 122nd year of Ascendancy at 02:38 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Brightest Toot the Yeek Skirmisher level 30
9th Decay 122nd year of Ascendancy at 19:57 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Brightest Toot the Yeek Skirmisher level 40
37th Regrowth 123rd year of Ascendancy at 10:04 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Brightest Toot the Yeek Skirmisher level 50
21st Dusk 123rd year of Ascendancy at 10:15 see stats
No Way! (Insane (Adventure) difficulty)
Won ToME by closing the Void portal and letting yourself be killed by Aeryn to prevent the Way to enslave every sentient being on Eyal.By Brightest Toot the Yeek Skirmisher level 50
67th Haze 123rd year of Ascendancy at 10:38 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Brightest Toot the Yeek Skirmisher level 50
46th Haze 123rd year of Ascendancy at 06:22 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Brightest Toot the Yeek Skirmisher level 50
5th Haze 123rd year of Ascendancy at 20:26 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Brightest Toot the Yeek Skirmisher level 23
50th Haze 122nd year of Ascendancy at 01:38 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Brightest Toot the Yeek Skirmisher level 34
5th Regrowth 123rd year of Ascendancy at 00:05 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Brightest Toot the Yeek Skirmisher level 25
73rd Haze 122nd year of Ascendancy at 12:20 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Brightest Toot the Yeek Skirmisher level 43
25th Pyre 123rd year of Ascendancy at 03:06 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Brightest Toot the Yeek Skirmisher level 50
67th Haze 123rd year of Ascendancy at 10:37 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Brightest Toot the Yeek Skirmisher level 13
4th Dusk 122nd year of Ascendancy at 06:59 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Brightest Toot the Yeek Skirmisher level 30
9th Decay 122nd year of Ascendancy at 20:57 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By Brightest Toot the Yeek Skirmisher level 50
67th Haze 123rd year of Ascendancy at 10:38 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Brightest Toot the Yeek Skirmisher level 47
69th Pyre 123rd year of Ascendancy at 12:48 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Brightest Toot the Yeek Skirmisher level 50
29th Dusk 123rd year of Ascendancy at 21:46 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Brightest Toot the Yeek Skirmisher level 24
63rd Haze 122nd year of Ascendancy at 05:25 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Brightest Toot the Yeek Skirmisher level 18
27th Dusk 122nd year of Ascendancy at 21:30 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Brightest Toot the Yeek Skirmisher level 39
37th Regrowth 123rd year of Ascendancy at 10:04 see stats
Log
Shield of Light hits High Sun Paladin Aeryn for 8 healing, 8 healing, 8 healing (0 total damage) [24 healing].
Greater multi-hued wyrm hits High Sun Paladin Aeryn for 86 nature damage.
Elandar's cold repulsion area effect hits Mirror Image (Elandar) for 0 cold, 0 physical (0 total damage).
Elandar's cold repulsion area effect hits High Sun Paladin Aeryn for 71 cold, 29 physical (100 total damage).
Elandar hits Mirror Image (Elandar) for 0 cold, 0 physical (0 total damage).
Brightest Toot shoots!
Brightest Toot uses Kill Shot.
Brightest Toot snipes Elandar (+110% weapon bonus for range)!
Brightest Toot's Kill Shot performs a ranged critical strike against Elandar!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
New Achievement: Tactical master (Insane (Adventure) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Poison bursts out of Elandar's corpse!
Brightest Toot's Kill Shot hits Elandar for 1178 physical damage.
Talent Noggin Knocker is ready to use.
Brightest Toot's Kill Shot killed Elandar!
Greater multi-hued wyrm damages himself through Martyrdom!
Shield of Light hits High Sun Paladin Aeryn for 8 healing, 8 healing (0 total damage) [16 healing].
Poison from Greater multi-hued wyrm hits High Sun Paladin Aeryn for 86 nature damage.
Acid Splash from Wretch titan hits High Sun Paladin Aeryn for 28 acid damage.
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: No Way! (Insane (Adventure) difficulty)!
New Achievement: The Sun Still Shines (Insane (Adventure) difficulty)!
Option unlocked: New game difficulty mode: Madness
Saving game...
Saving done.

































































































































































