Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
| Addons | Items Vault 1.4.8Donators/Buyers bonus! Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Talent Point Planner 1.3.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Cloak Reminder 1.3.0Pops up a reminder if your undead character changes zones or uses the Rod of Recall while not wearing the Cloak of Deception. Frequently Asked Questions: Improved player targetting 1.2.0Player's targetting improvements. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Yeek |
| Class | Paradox Mage |
| Level / Exp | 50 / 1943% |
| Size | small |
| Lifes / Deaths | Killed by Elowe the elven warrior at level 27 on the 60th Regrowth 123rd year of Ascendancy at 13:11 5 / 3Killed by Beludhedalle the spire dragon at level 36 on the 71st Pyre 123rd year of Ascendancy at 22:21 Killed by Fezezika at level 50 on the 46th Pyre 124th year of Ascendancy at 20:42 |
Primary Stats
| Strength | 16 (base 9) |
| Dexterity | 64 (base 33) |
| Constitution | 44 (base 9) |
| Magic | 103 (base 66) |
| Willpower | 92 (base 61) |
| Cunning | 88 (base 60) |
Resources
| Mana | 336/704 |
| Equilibrium | 0 |
| Life | 826/826 |
| Positive | 4/197 |
| Paradox | 737 |
| Healing Factor | 0.5 |
| Regeneration | 2.625 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +127.14953579437% |
| Spell | 0% |
| Global | +115% |
Vision
| Sight | 12 |
| Lite | 3 |
| Infravision | 9 |
| See Invisible | 22 |
Offense: Mainhand
| Damage | 92 |
| Accuracy | 55 |
| Crit Chance | 30% |
| APR | 25 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 86 |
| Crit Chance | 44% |
| Speed | 1 |
Offense: Mind
| Mindpower | 61 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 34.453746038487 (30%) |
| Defense | 46 |
| Ranged Defense | 46 |
| Fatigue | 0 |
| Physical Save | 50 |
| Spell Save | 65 |
| Mental Save | 59 |
Defense: Resistances
| All | + 15%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Silence Resistance | 100% |
| Bleed Resistance | 19% |
| Confusion Resistance | 95% |
| Disarm Resistance | 50% |
| Stun Resistance | 19% |
| Instadeath Resistance | 100% |
| Blind Resistance | 13% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 662 life over 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 615 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 18 for 11 turns. While Heroism is active, you will only die when reaching -661 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Class Talents
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Matter | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Chronomancy / Gravity | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Chronomancy / Stasis | 1.40 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Timeline Threading | 1.30 |
| 3/5 |
| 4/5 |
| 4/5 |
| 4/5 |
| Chronomancy / Flux | 1.40 |
| 1/5 |
| 2/5 |
| 5/5 |
| 1/5 |
| Chronomancy / Timetravel | 1.30 |
| 1/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.30 |
| 2/5 |
| 2/5 |
| 4/5 |
| 5/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Chronomancy / Energy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Premonition |
| talent | Reality Smearing |
| talent | Disintegration |
| talent | Matter Weaving |
| talent | Energy Decomposition |
| talent | Contingency |
| talent | Gravity Locus |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target's accuracy and power have been increased by 27. 3 Fateweaver |
| beneficial effect | The target is moving is 92% faster. 3 Celerity |
| detrimental effect | Damage received in the past is returned as 16.80 paradox damage per turn. Reality Smearing |
| detrimental effect | The target is blinded, unable to see anything. Blinded |
| beneficial effect | The target is being grounded in the timeline and is healing 79.42 life per turn. Attenuate |
| beneficial effect | The target is recovering 17 life each turn. Recovery |
| beneficial effect | Tuning Paradox at a rate of -13 per turn. Spacetime Tuning |
| beneficial effect | The target's defense and saves have been increased by 15. 3 Spin |
| beneficial effect | The target's spellpower has been increased by 12. Spellsurge |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Norgos Lair. Escort: lost anorithil (level 3 of Norgos Lair)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
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 Heightened Senses (+1 level(s)). | done |
You failed to protect the repented thief from death by Fezezika. Escort: repented thief (level 5 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 7 of Dreadfell. Escort: temporal explorer (level 7 of Dreadfell)As a reward you improved talent Precognition (+1 level(s)). | 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 two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | done |
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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have forced a recall while in an exploratory farportal zone. The farportal was rendered unusable in the process. The fortress's current energy level is: 972. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | blood-soaked pair of drakeskin leather boots of void walking (0 def, 5 armour) blood-soaked pair of drakeskin leather boots of void walking (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +6 Physical crit. chance: +6.0% Physical power: +5 (+2 eff.) Armour: +5 Fatigue: +5% Changes resistances: +17% darkness / +20% temporal Changes resistances penetration: +20% darkness / +15% temporal Defense after a teleport: +23 Resist all after a teleport: +13% New effects duration reduction after a teleport: +13% A pair of boots made of leather. |
| Light source | ethereal dwarven lantern of corpselight ethereal dwarven lantern of corpselightPowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +7 Mag Changes resistances: +13% blight / +10% darkness Spellpower: +19 (+4 eff.) Spell crit. chance: +5% Light radius: +6 Infravision radius: +4 See invisible: +10 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 25 blight damage or heals 38 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Fezezika's Furrowed Brow (3 def, 6 armour) Fezezika's Furrowed Brow (3 def, 6 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Damage when hit (Melee): 12 arcane Changes stats: +6 Con Changes resistances: +20% mind / +24% acid Changes damage: +16% acid / +9% fire / +20% mind / +9% arcane Spell save: +9 (+3 eff.) Life regen: +6.00 Maximum mana: +20.00 Damage Shield penetration: +40% Damage Shield Power: +15% It can be used to activate talent Stone Wall, placing all other charms into a 80 cooldown : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 8 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 134.05 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
| Tool | Bilehue [power 72] (3/20 cooldown) Bilehue [power 72] (3/20 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn Changes resistances: +3% nature / +3% temporal Changes damage: +15% temporal Talent cooldown: Invoke Tentacle (+5 turn) Talents granted: +1 Invoke Tentacle +3 Lay Web It can be used to harden the skin for 7 turns increasing armour by 72 and armour hardiness by 70%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 11 stamina. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Petrified Wood ring Petrified Wood ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Rings can have magical properties. |
| On fingers | conjurer's voratun ring of speed conjurer's voratun ring of speedPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+3 eff.) Defense: +12 (+4 eff.) Changes stats: +7 Wil / +7 Mag Spellpower: +11 (+2 eff.) Movement speed: +25% 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: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. |
| Around waist | skylord's drakeskin leather belt of dampening skylord's drakeskin leather belt of dampeningInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +4 Str / +5 Dex / +4 Wil / +4 Cun Changes resistances: +8% acid / +7% fire / +8% lightning / +8% cold Physical save: +17 (+5 eff.) Spell save: +13 (+4 eff.) Mental save: +15 (+4 eff.) A belt that goes around your waist. |
| In main hand | Rod of Sarrilon (30-36 power, 4 apr, temporal element) Rod of Sarrilon (30-36 power, 4 apr, temporal element)Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 150% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +8 Mag / +7 Wil Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Time Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+8 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
| On hands | Aerimina the Barkvagrant (0 def, 3 armour) Aerimina the Barkvagrant (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +15 Armour: +3 Effects on melee hit: * Slows global speed by 15% * 10% chance to gain 10% of a turn Damage (Melee): 17 temporal Damage (Ranged): 18 temporal Damage when hit (Melee): 8 temporal Changes stats: +9 Dex / +9 Cun / +6 Con Changes resistances: +6% nature / +21% temporal Changes damage: +16% temporal Physical save: +22 (+7 eff.) Spell save: +7 (+2 eff.) Mental save: +8 (+2 eff.) Disarm immunity: +50% It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | dispeller's elven-silk robe of Angolwen (5 def, 0 armour) dispeller's elven-silk robe of Angolwen (5 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +4 Mag / +4 Wil Changes resistances: +6% lightning / +9% darkness / +9% blight / +11% fire / +11% cold / +9% light Physical save: +15 (+5 eff.) Spell save: +31 (+8 eff.) Mental save: +14 (+3 eff.) Silence immunity: +30% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +19 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Wind's Whisper (4 def, 0 armour) Wind's Whisper (4 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +3 Dex Silence immunity: +30% Deflect projectiles away: +25% Slows Projectiles: +20% It can be used to activate talent Evasion (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 33% chance to completely evade them and granting you 23 defense for 14 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
| Around neck | wanderer's voratun amulet of vision wanderer's voratun amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -7% Changes stats: +10 Dex / +5 Cun / +3 Con Blindness immunity: +13% Life regen: +1.00 Stamina each turn: +1.20 Infravision radius: +5 Sight radius: +2 See invisible: +12 Movement speed: +10% Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. movement infusion (588% speed; 7 turns)movement infusion (588% speed; 7 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 588% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. regeneration infusion of the duelist (heal 643 over 5 turns)regeneration infusion of the duelist (heal 643 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 643 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 672 over 5 turns) regeneration infusion of the psychic (heal 672 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 672 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Elixir of Invulnerability Elixir of InvulnerabilityInfused by nature 2.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
Rune of the Rift (518.00 temporal damage, removed from time 4 turns) Rune of the Rift (518.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 885.78 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Fiery Choker Fiery ChokerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: -20% cold / +20% fire Changes damage: -5% cold / +10% fire Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+1 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Hikor the stralite amulet Hikor the stralite amuletPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Damage (Melee): 10 light / 10 darkness Effects when hit in melee: * 13% chance to inflict damage reduction * 13% chance to blind Damage when hit (Melee): 8 mind Changes stats: +2 Dex / +5 Wil Changes resistances penetration: +27% mind Changes damage: +13% light / +13% darkness Talent mastery: +0.26 Cunning / Survival Mental save: +13 (+3 eff.) Confusion immunity: +14% Mindpower: +13 (+3 eff.) Light radius: +1 Infravision radius: +1 Amulets can have magical properties. |
Mirror Shards Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 356 strength, based on Magic) for 5 turns, costing 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
archmage's voratun amulet of magic (+12) archmage's voratun amulet of magic (+12)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +12 Mag Changes damage: +6% acid / +6% fire / +7% cold / +6% lightning Spellpower: +6 (+1 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
copper amulet 'Mardokor' copper amulet 'Mardokor'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun / +1 Wil Grants telepathy: Demon/Minor Demon/Major Mindpower: +2 (+1 eff.) Amulets can have magical properties. |
enraging voratun amulet of vision enraging voratun amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+4 eff.) Changes damage: +8% physical Blindness immunity: +40% Infravision radius: +10 Sight radius: +2 See invisible: +12 Combat speed: +10% Amulets can have magical properties. |
gold amulet of perfection (0.25 Chronomancy / Energy,0.25 Chronomancy / Flux) gold amulet of perfection (0.25 Chronomancy / Energy,0.25 Chronomancy / Flux)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Talent masteries: +0.25 Chronomancy / Flux +0.25 Chronomancy / Energy Amulets can have magical properties. |
insulating steel amulet of cunning (+4) insulating steel amulet of cunning (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes resistances: +12% cold / +10% fire Amulets can have magical properties. |
restful steel amulet of strength (+3) restful steel amulet of strength (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +3 Str Life regen: +1.30 Amulets can have magical properties. |
steel amulet 'Glarequarry' steel amulet 'Glarequarry'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +5 Dex / +1 Mag / +5 Cun / +5 Con Changes resistances: +3% light Life regen: +0.50 Stamina each turn: +0.70 Movement speed: +10% Amulets can have magical properties. |
stralite amulet of the eclipse stralite amulet of the eclipsePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage (Melee): 8 light / 9 darkness Effects when hit in melee: * 5% chance to inflict damage reduction * 10% chance to blind Changes damage: +5% light / +9% darkness Amulets can have magical properties. |
wanderer's gold amulet of strength (+5) wanderer's gold amulet of strength (+5)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Str / +5 Dex / +5 Cun / +6 Con Life regen: +0.80 Stamina each turn: +0.30 Movement speed: +10% Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Mayolratta MayolrattaPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Mag / +7 Cun / +6 Con Changes resistances: +19% blight Changes resistances penetration: +15% blight Changes damage: +19% blight Spell save: +47 (+12 eff.) Mental save: +16 (+4 eff.) Blindness immunity: +50% Maximum mana: +20.00 Maximum stamina: +40.00 Maximum vim: +20.00 Spellpower: +14 (+3 eff.) Mental crit. chance: +3% Infravision radius: +5 See stealth: +25 See invisible: +25 Rings can have magical properties. |
Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+5 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Combat training +0.30 Technique / Combat veteran +0.30 Technique / Finishing moves +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Shield defense +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Two-handed weapons +0.30 Technique / Archery prowess +0.30 Technique / Pugilism +0.30 Technique / Superiority +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Combat techniques +0.30 Technique / Archery excellence +0.30 Technique / Unarmed training +0.30 Technique / Grappling +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Shadowlash ShadowlashInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to disease Changes resistances: +3% blight / +15% mind / +9% darkness Changes resistances penetration: +5% darkness Changes damage: +15% mind / +3% blight Rings can have magical properties. |
Xiba the Ebonyreek Xiba the EbonyreekInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes resistances: +6% darkness Changes damage: +6% darkness Mindpower: +8 (+2 eff.) Rings can have magical properties. |
Xuma the Sepsisquill Xuma the SepsisquillPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 35% chance to blind Effects on ranged hit: * 26% chance to blind Damage when hit (Melee): 12 nature / 12 light Changes stats: +7 Cun / +7 Wil Changes resistances: +36% darkness / +9% nature Changes damage: +18% darkness / +3% nature / +6% light Mindpower: +14 (+4 eff.) Rings can have magical properties. |
conjurer's steel ring conjurer's steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Wil / +5 Mag Spellpower: +5 (+1 eff.) Rings can have magical properties. |
conjurer's voratun ring of warding conjurer's voratun ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes resistances: +25% acid / +28% fire / +17% cold / +30% lightning Spellpower: +14 (+3 eff.) Rings can have magical properties. |
copper ring of fire (+20%) copper ring of fire (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% fire Changes damage: +10% fire Rings can have magical properties. |
gladiator's copper ring of perseverance gladiator's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Changes stats: +5 Str / +5 Con Stun/Freeze immunity: +22% Life regen: +1.30 Rings can have magical properties. |
gladiator's gold ring gladiator's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+3 eff.) Changes stats: +6 Str / +6 Con Rings can have magical properties. |
gladiator's gold ring of tenacity gladiator's gold ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+3 eff.) Changes stats: +6 Str / +6 Con Disarm immunity: +26% Pinning immunity: +33% Knockback immunity: +28% Maximum life: +20.00 Rings can have magical properties. |
gladiator's stralite ring gladiator's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+4 eff.) Changes stats: +6 Str / +6 Con Rings can have magical properties. |
gladiator's voratun ring of sensing gladiator's voratun ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +10 (+5 eff.) Changes stats: +8 Str / +6 Con Blindness immunity: +27% Infravision radius: +6 See stealth: +8 See invisible: +16 Rings can have magical properties. |
gladiator's voratun ring of tenacity gladiator's voratun ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +10 (+5 eff.) Changes stats: +7 Str / +7 Con Disarm immunity: +48% Pinning immunity: +42% Knockback immunity: +30% Maximum life: +37.00 Rings can have magical properties. |
marksman's voratun ring of warding marksman's voratun ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+4 eff.) Changes stats: +8 Dex Changes resistances: +21% acid / +16% fire / +16% lightning / +24% cold Rings can have magical properties. |
sneakthief's stralite ring of blinding strikes sneakthief's stralite ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +7 (+2 eff.) Effects on melee hit: * 10% chance to blind Effects on ranged hit: * 21% chance to blind Changes stats: +7 Cun / +8 Dex Rings can have magical properties. |
sneakthief's voratun ring of tenacity sneakthief's voratun ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Changes stats: +6 Cun / +7 Dex Disarm immunity: +40% Pinning immunity: +36% Knockback immunity: +29% Maximum life: +29.00 Rings can have magical properties. |
solipsist's voratun ring of lightning (+36%) solipsist's voratun ring of lightning (+36%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Cun / +7 Wil Changes resistances: +36% lightning Changes damage: +18% lightning Mindpower: +8 (+2 eff.) Rings can have magical properties. |
titan's stralite ring of pilfering titan's stralite ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +11 Defense: +11 (+4 eff.) Changes stats: +5 Con Physical save: +10 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
titan's voratun ring titan's voratun ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Con Physical save: +12 (+4 eff.) Rings can have magical properties. |
voratun ring 'Sootmortal' voratun ring 'Sootmortal'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +40% cold Changes damage: +9% darkness / +20% cold Grants telepathy: Demon/Minor Demon/Major Physical save: +27 (+9 eff.) Stamina each turn: +0.60 Mindpower: +6 (+2 eff.) Rings can have magical properties. |
warrior's gold ring of clarity warrior's gold ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Mental save: +7 (+2 eff.) Confusion immunity: +27% Rings can have magical properties. |
warrior's steel ring of sensing warrior's steel ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Blindness immunity: +20% Infravision radius: +4 See stealth: +5 See invisible: +7 Rings can have magical properties. |
warrior's stralite ring of life warrior's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +10 Changes stats: +5 Str Life regen: +1.10 Maximum life: +69.00 Healing mod.: +18% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. plaguebringer's voratun mace of torment (45.5-63.7 power, 6 apr)plaguebringer's voratun mace of torment (45.5-63.7 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 45.5 - 63.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 16% chance to disease * 20% chance to torment the target Damage (Melee): +20 blight When wielded/worn: Changes resistances penetration: +12% mind / +12% darkness Disease immunity: +31% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. mitotic living mindstar of venom (16.5-18.15 power, 40 apr, mind damage)mitotic living mindstar of venom (16.5-18.15 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural venom should be returned to the wyrm. Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +17.0% Attack speed: 100% On weapon hit: * Slows global speed by 11% * 17% chance to corrode armour When wielded/worn: Damage when hit (Melee): 14 acid Changes resistances: +17% acid Changes resistances penetration: +16% acid Changes damage: +20% acid Life regen: +1.50 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% It can be used to divide the mindstar in two, putting all charms on cooldown for 1 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. mage-hunter's drakeskin leather sling of true flightmage-hunter's drakeskin leather sling of true flight Requires: - Dexterity 48 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +13.0% Effects on ranged hit: * 17 arcane resource burn Changes stats: +6 Cun / +2 Wil Talent mastery: +0.20 Wild-gift / Antimagic Mindpower: +12 (+3 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 dragonbone vilestaff of fate (30-36 power, 6 apr, fire element)bloodlich's dragonbone vilestaff of fate (30-36 power, 6 apr, fire 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: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +3 Cun / +8 Con Changes damage: +30% fire Talent granted: +1 Command Staff Critical mult.: +30.00% Physical save: +13 (+4 eff.) Spell save: +15 (+4 eff.) Mental save: +5 (+1 eff.) Vim when firing critical spell: +7.00 Maximum vim: +32.00 Maximum neg.energy: +40.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +12% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. magelord's dragonbone magestaff of channeling (30-36 power, 6 apr, lightning element)magelord's dragonbone magestaff of channeling (30-36 power, 6 apr, lightning 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: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +10.0% Damage (Melee): 43 arcane Changes damage: +30% lightning Talent granted: +1 Command Staff Mana each turn: +0.40 Maximum mana: +58.00 Spellpower: +34 (+7 eff.) Spell crit. chance: +5% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. potent dragonbone magestaff of fate (39-46.8 power, 6 apr, arcane element)potent dragonbone magestaff of fate (39-46.8 power, 6 apr, arcane 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: 39.0 - 46.8 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +39% arcane Talent granted: +1 Command Staff Physical save: +11 (+3 eff.) Spell save: +13 (+4 eff.) Mental save: +12 (+3 eff.) Spellpower: +19 (+4 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. warbringer's orichalcum trident of rage (53-84.8 power, 16 apr)warbringer's orichalcum trident of rage (53-84.8 power, 16 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 53.0 - 84.8 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +19 (+5 eff.) Physical power: +14 (+6 eff.) Changes stats: +6 Str / +5 Con Changes resistances penetration: +17% physical Changes damage: +21% physical Disarm immunity: +39% Stamina when hit: +4.00 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
blurring drakeskin leather belt of containment blurring drakeskin leather belt of containmentPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Defense: +11 (+4 eff.) Stealth bonus: +15 Maximum life: +93.00 Maximum mana: +80.00 Maximum stamina: +31.00 Maximum hate: +18.00 Maximum psi: +32.00 Maximum vim: +24.00 Maximum pos.energy: +30.00 Maximum neg.energy: +30.00 Reduces paradox anomalies(equivalent to willpower): +12 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. blurring drakeskin leather belt of transcendenceblurring drakeskin leather belt of transcendence Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Defense: +21 (+7 eff.) Stealth bonus: +10 Physical save: +7 (+2 eff.) Mindpower: +6 (+2 eff.) A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. cleansing drakeskin leather belt of resiliencecleansing drakeskin leather belt of resilience Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes resistances: +15% acid / +12% blight Maximum life: +45.00 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. drakeskin leather beltdrakeskin leather belt 1.00 Encumbrance. Type: armor / belt ; tier 5 A belt that goes around your waist. |
Ivoda (11 def, 0 armour) Ivoda (11 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +11 (+4 eff.) Ranged Defense: +8 (+3 eff.) Changes stats: +4 Cun / +4 Dex Changes resistances: +27% temporal / +30% darkness / +6% fire Changes resistances penetration: +15% arcane Changes damage: +15% arcane Critical mult.: +29.00% Physical save: +27 (+9 eff.) Mental save: +27 (+7 eff.) Maximum mana: +100.00 Maximum psi: +20.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +6% Mental crit. chance: +2% Defense after a teleport: +29 Resist all after a teleport: +13% New effects duration reduction after a teleport: +29% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ureslak's Molted Scales (0 def, 0 armour) Ureslak's Molted Scales (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Changes resistances: +20% lightning / +20% darkness / +20% fire / +20% cold / +20% nature / -30% arcane Changes resistances cap: +5% lightning / +5% darkness / +5% fire / +5% cold / +5% nature / -30% arcane This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
restorative elven-silk cloak of fog (10 def, 0 armour) restorative elven-silk cloak of fog (10 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Changes resistances: +13% blight / +21% fire / +16% nature / +19% light Stealth bonus: +12 Life regen: +1.80 Healing mod.: +21% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
This item will automatically be transmogrified when you leave the level. reinforced pair of drakeskin leather boots of speed (0 def, 13 armour)reinforced pair of drakeskin leather boots of speed (0 def, 13 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Fatigue: +5% Changes resistances: +11% acid / +12% fire / +13% cold / +15% lightning Movement speed: +20% A pair of boots made of leather. |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
This item will automatically be transmogrified when you leave the level. augmenting elven-silk wizard hat of earthrunes (3 def, 4 armour)augmenting elven-silk wizard hat of earthrunes (3 def, 4 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Changes stats: +5 Con Changes damage: +13% acid / +8% cold / +11% fire / +12% arcane / +13% lightning It can be used to activate talent Stone Wall, placing all other charms into a 80 cooldown : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 8 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 134.05 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. dragonslayer's voratun helm of precognition (10 def, 5 armour)dragonslayer's voratun helm of precognition (10 def, 5 armour) Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour: +5 Defense: +10 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 17% chance to gain 10% of a turn Changes stats: +4 Cun Changes resistances: +12% acid / +11% fire / +13% cold / +15% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
starseer's elven-silk wizard hat of decomposition (3 def, 0 armour) starseer's elven-silk wizard hat of decomposition (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +5% lightning / +6% temporal / +7% light / +6% fire / +6% nature / +4% acid / +8% blight / +5% cold / +7% darkness Changes damage: +10% darkness / +9% temporal / +4% light / +10% physical A pointy cloth hat, very wizardly... |
The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+5 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
This item will automatically be transmogrified when you leave the level. cleansing drakeskin leather armour of Toknor (5 def, 8 armour)cleansing drakeskin leather armour of Toknor (5 def, 8 armour) Requires: - Strength 20 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +8 (+4 eff.) Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Changes resistances: +18% nature / +20% blight Critical mult.: +16.00% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. cleansing voratun plate armour of the dragon (9 def, 16 armour)cleansing voratun plate armour of the dragon (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Changes stats: +5 Str / +3 Con Changes resistances: +13% acid / +15% physical / +12% cold / +19% blight / +12% fire / +17% nature / +11% lightning Talent cooldown: Rush (-5 turns) Disarm immunity: +32% Stun/Freeze immunity: +30% Knockback immunity: +40% A suit of armour made of metal plates. |
Temporal Rift (8 def, 4 armour, 325 block) Temporal Rift (8 def, 4 armour, 325 block)Requires: - Strength 40 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +4 Defense: +8 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +0% Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +5 Block Spell save: +20 (+5 eff.) Spellpower: +12 (+2 eff.) Slows Projectiles: +50% Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
This item will automatically be transmogrified when you leave the level. barbed quiver of dragonbone arrows of crippling (21/21, 55.5-77.7 power, 18 apr)barbed quiver of dragonbone arrows of crippling (21/21, 55.5-77.7 power, 18 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 55.5 - 77.7 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +18.0% Capacity: 21 On weapon crit: * wounds the target * cripple the target Damage (Ranged): +17 bleed Arrows are used with bows to pierce your foes to death. |
268 alchemist agate 268 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. |
Goedalath Rock Goedalath RockPowered by arcane forces 0.10 Encumbrance. [Unique] Type: gem / demonic ; tier 5 When carried: Damage when hit (Melee): 34 healing Mental save: -18 (-6 eff.) Life regen: -2.00 Light radius: -2 Healing mod.: -50% When used to imbue an object: Physical power: +12 (+6 eff.) Damage when hit (Melee): 34 darkness Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+3 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
dreamer's alchemist's lamp of corpselight dreamer's alchemist's lamp of corpselightPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +7% blight / +8% darkness Mental save: +6 (+1 eff.) Spellpower: +4 (+1 eff.) Spell crit. chance: +5% Mindpower: +6 (+2 eff.) Mental crit. chance: +6% Light radius: +3 Infravision radius: +4 See invisible: +8 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 25 blight damage or heals 38 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
7 bloodstone 7 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. |
9 fire opal 9 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 ruby 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. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 551.54 fire damage (based on Magic), costing 50 power out of 60/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 612.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. quiet voratun torque of charged psionic shield [power 135] (3/20 cooldown)quiet voratun torque of charged psionic shield [power 135] (3/20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +3 Silence It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 135 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
warded dragonbone wand of conjuration [power 463] (3/10 cooldown) warded dragonbone wand of conjuration [power 463] (3/10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Maximum wards: +3 lightning / +4 temporal / +3 blight / +4 fire / +3 cold Talent granted: +1 Ward It can be used to fire a bolt of a random element with (base) damage 232 to 463, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
8 diamond 8 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. |
10 moonstone 10 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 pearl 8 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. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
Your sacrifice worked. Your mental energies were imbued with farportal energies. The Way radiated from the High Peak toward the rest of Eyal like a mental tidal wave.
Every sentient being in Eyal is now part of the Way. Peace and happiness are enforced for all.
Only the mages of Angolwen were able to withstand the mental shock and thus are the only unsafe people left. But what can they do against the might of the Way?
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Fezezika the Yeek Paradox Mage level 36
50th Pyre 123rd year of Ascendancy at 02:04 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Fezezika the Yeek Paradox Mage level 48
57th Regrowth 124th year of Ascendancy at 22:27 see stats
Against all odds
Killed Ukruk in the ambush.By Fezezika the Yeek Paradox Mage level 35
48th Pyre 123rd year of Ascendancy at 09:36 see stats
Arachnophobia
Destroyed the spydric menace.By Fezezika the Yeek Paradox Mage level 40
8th Mirth 123rd year of Ascendancy at 05:18 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Fezezika the Yeek Paradox Mage level 46
9th Allure 124th year of Ascendancy at 16:23 see stats
Best album ever!
Removed 89 beneficial effects from enemies via Disintegration.By Fezezika the Yeek Paradox Mage level 34
40th Pyre 123rd year of Ascendancy at 01:04 see stats
Brave new world
Went to the Far East and took part in the war.By Fezezika the Yeek Paradox Mage level 39
5th Mirth 123rd year of Ascendancy at 06:44 see stats
Clone War
Destroyed your own Shade.By Fezezika the Yeek Paradox Mage level 47
45th Regrowth 124th year of Ascendancy at 11:02 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Fezezika the Yeek Paradox Mage level 9
3rd Summertide 122nd year of Ascendancy at 12:59 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Fezezika the Yeek Paradox Mage level 38
1st Mirth 123rd year of Ascendancy at 20:43 see stats
Exterminator
Killed 1000 creatures.By Fezezika the Yeek Paradox Mage level 18
77th Dusk 122nd year of Ascendancy at 22:54 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Fezezika the Yeek Paradox Mage level 31
9th Pyre 123rd year of Ascendancy at 16:18 see stats
Fear me not!
Survived the Fearscape!By Fezezika the Yeek Paradox Mage level 47
30th Regrowth 124th year of Ascendancy at 09:55 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Fezezika the Yeek Paradox Mage level 50
37th Pyre 124th year of Ascendancy at 15:00 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Fezezika the Yeek Paradox Mage level 20
63rd Haze 122nd year of Ascendancy at 10:39 see stats
Invasion from the Depths
Stopped a naga invasion by closing their portal.By Fezezika the Yeek Paradox Mage level 49
73rd Regrowth 124th year of Ascendancy at 05:24 see stats
Level 10
Got a character to level 10.By Fezezika the Yeek Paradox Mage level 10
7th Flare 122nd year of Ascendancy at 01:47 see stats
Level 20
Got a character to level 20.By Fezezika the Yeek Paradox Mage level 20
61st Haze 122nd year of Ascendancy at 20:44 see stats
Level 30
Got a character to level 30.By Fezezika the Yeek Paradox Mage level 30
69th Regrowth 123rd year of Ascendancy at 03:03 see stats
Level 40
Got a character to level 40.By Fezezika the Yeek Paradox Mage level 40
7th Mirth 123rd year of Ascendancy at 06:32 see stats
Level 50
Got a character to level 50.By Fezezika the Yeek Paradox Mage level 50
75th Regrowth 124th year of Ascendancy at 03:43 see stats
Lucky Girl
Saved Melinda again and invited her to the Fortress to cure her.By Fezezika the Yeek Paradox Mage level 36
70th Pyre 123rd year of Ascendancy at 11:55 see stats
Oozemancer
Destroyed the corrupted oozemancer.By Fezezika the Yeek Paradox Mage level 43
39th Haze 123rd year of Ascendancy at 02:21 see stats
Orcrist
Killed the leaders of the Orc Pride.By Fezezika the Yeek Paradox Mage level 50
14th Pyre 124th year of Ascendancy at 00:16 see stats
Pest Control
Killed 1000 reproducing vermin.By Fezezika the Yeek Paradox Mage level 50
36th Pyre 124th year of Ascendancy at 23:20 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Fezezika the Yeek Paradox Mage level 50
28th Pyre 124th year of Ascendancy at 09:37 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Fezezika the Yeek Paradox Mage level 17
36th Dusk 122nd year of Ascendancy at 22:20 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Fezezika the Yeek Paradox Mage level 28
62nd Regrowth 123rd year of Ascendancy at 07:16 see stats
Shasshhiy'Kaish
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Fezezika the Yeek Paradox Mage level 47
29th Regrowth 124th year of Ascendancy at 02:17 see stats
Size is everything
Did over 1500 damage in one attack.By Fezezika the Yeek Paradox Mage level 50
42nd Pyre 124th year of Ascendancy at 13:22 see stats
Size matters
Did over 600 damage in one attack.By Fezezika the Yeek Paradox Mage level 41
1st Time of Equilibrium 123rd year of Ascendancy at 13:26 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Fezezika the Yeek Paradox Mage level 39
2nd Mirth 123rd year of Ascendancy at 02:37 see stats
Tactical master
Fought the two Sorcerers without closing any invocation portals.By Fezezika the Yeek Paradox Mage level 50
46th Pyre 124th year of Ascendancy at 20:41 see stats
That was close
Killed your target while having only 1 life left.By Fezezika the Yeek Paradox Mage level 45
8th Allure 124th year of Ascendancy at 08:52 see stats
The Arena
Unlocked Arena mode.By Fezezika the Yeek Paradox Mage level 9
5th Flare 122nd year of Ascendancy at 16:33 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Fezezika the Yeek Paradox Mage level 50
14th Pyre 124th year of Ascendancy at 02:51 see stats
The Sun Still Shines
Aeryn survived the last battle.By Fezezika the Yeek Paradox Mage level 50
46th Pyre 124th year of Ascendancy at 20:42 see stats
The secret city
Discovered the truth about mages.By Fezezika the Yeek Paradox Mage level 14
10th Dusk 122nd year of Ascendancy at 20:49 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Fezezika the Yeek Paradox Mage level 27
55th Regrowth 123rd year of Ascendancy at 21:57 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Fezezika the Yeek Paradox Mage level 41
10th Haze 123rd year of Ascendancy at 10:40 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Fezezika the Yeek Paradox Mage level 17
69th Dusk 122nd year of Ascendancy at 04:09 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Fezezika the Yeek Paradox Mage level 35
48th Pyre 123rd year of Ascendancy at 07:59 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Fezezika the Yeek Paradox Mage level 23
40th Regrowth 123rd year of Ascendancy at 14:07 see stats
Triumph of the Way
Won ToME by sacrificing yourself to forcefully spread the Way to every other sentient being on Eyal.By Fezezika the Yeek Paradox Mage level 50
46th Pyre 124th year of Ascendancy at 20:42 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Fezezika the Yeek Paradox Mage level 34
46th Pyre 123rd year of Ascendancy at 20:42 see stats
Log
Fezezika stops regenerating health quickly.
Talent Dimensional Step is ready to use.
Fezezika receives 9 healing.
Fezezika receives 40 healing from Attenuate from Fezezika.
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
New Achievement: Tactical master!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Saving game...
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: Triumph of the Way!
New Achievement: The Sun Still Shines!
Option unlocked: New Class: Adventurer
Saving done.
Fezezika is no longer surging arcane power.
Fezezika stops spinning fate.
Fezezika has finished recovering.
Fezezika deactivates Energy Decomposition.
Fezezika deactivates Gravity Locus.
Fezezika deactivates Reality Smearing.
Fezezika recovers sight.
Fezezika is no longer being grounded.
Fezezika deactivates Contingency.
Fezezika deactivates Matter Weaving.
Fezezika stops weaving fate.
Fezezika deactivates Premonition.
Fezezika deactivates Disintegration.
