













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Tweaks 1.5.0Adds useful information to various Possessor-related dialogs and talent tooltips. Frequently Asked Questions: Possessor Bonus Class 1.6.6Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Forbidden Cults 1.6.7Official 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.
Ashes of Urh'Rok 1.6.7Official 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Items Vault 1.6.0Donators/Buyers bonus! Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Embers of Rage 1.6.7Official 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:
Improved Auto-explore and Rest 1.6.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Plenum Tooltip Custom Edit 1.6.0Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Krog |
Class | Solipsist |
Level / Exp | 50 / 2173% |
Size | big |
Lifes / Deaths | Killed by Aeryna the elder vampire at level 32 on the 36th Regrowth 123rd year of Ascendancy at 01:48 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 28 (base 9) |
Dexterity | 60 (base 50) |
Constitution | 64 (base 41) |
Magic | 24 (base 7) |
Willpower | 161.58554530358 (base 61) |
Cunning | 97.29277265179 (base 65) |
Resources
Life | 947/947 |
Equilibrium | 48 |
Psi | 770/770 |
Healing Factor | 1.5461538461539 |
Regeneration | 37.494230769232 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +140.9693877551% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 5 |
See Stealth | 44.391718325682 |
See Invisible | 44.391718325682 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 109 |
Accuracy | 72 |
Crit Chance | 50% |
APR | 83 |
Speed | 1.00 |
Offense: Offhand
Damage | 98 |
Accuracy | 72 |
Crit Chance | 50% |
APR | 91 |
Speed | 1.00 |
Offense: Spell
Spellpower | 6 |
Crit Chance | 30% |
Speed | 1 |
Offense: Mind
Mindpower | 94 |
Crit Chance | 71% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +49% |
Acid | +35% |
Nature | +25% |
Temporal | +21% |
Cold | +27% |
Physical | +42% |
Mind | +89% |
All | +15% |
Offense: Damage Penetration
Nature | +15% |
Mind | +20% |
Light | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 34 (52.131147540984%) |
Defense | 61 |
Ranged Defense | 61 |
Fatigue | 12.402597402597 |
Physical Save | 75.75 |
Spell Save | 80 |
Mental Save | 79 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 70%( 70%) |
Cold | + 64%( 70%) |
All | + 32%( 70%) |
Physical | + 56%( 70%) |
Lightning | + 58%( 70%) |
Light | + 69%( 70%) |
Temporal | + 70%( 70%) |
Mind | + 70%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 68%( 70%) |
Nature | + 67%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 94% |
Knockback Resistance | 96% |
Confusion Resistance | 90% |
Stun Resistance | 100% |
Pinning Resistance | 100% |
Poison Resistance | 24% |
Blind Resistance | 49% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 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 26% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 5 each turn for 4 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 31% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 396 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower 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 endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -942 life. The duration and life will increase by 1% for every 1% life you have lost (currently 942 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 915 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Psionic / Solipsism | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Thought-Forms | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Discharge | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Psionic / Dream Smith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Distortion | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Nightmare | 1.30 |
| 3/5 |
| 5/5 |
| 4/5 |
| 1/5 |
Psionic / Slumber | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Mentalism | 1.50 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Psionic / Feedback | 1.30 |
| 2/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Wild-gift / Antimagic | 1.40 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 1/5 |
Psionic / Dreaming | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Lucid Dreamer |
talent | Psiblades |
talent | Night Terror |
talent | Antimagic Shield |
beneficial effect | The target is wide awake and has 20% resistance to sleep effects. Insomnia |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+41% global speed). Clarity |
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 grave | 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 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 |
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. | active |
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 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You failed to protect the lost defiler from death by CantDrownMyDemons. Escort: lost defiler (level 2 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You failed to protect the lost sun paladin from death by Xanadath the large white snake. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You failed to protect the lost tinker from death by Glunn the midge swarm. Escort: lost tinker (level 3 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Track (+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 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 found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 2139. | 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 |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of 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 |
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 within7 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +11 Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +11 Effects on melee hit: * 21% chance to slow global speed by 77% Changes stats: +5 Cun / +6 Wil Changes resistances: +9% temporal / +3% darkness / +3% cold / +5% arcane / +6% nature Changes damage: +3% lightning Physical save: +14 (+1 eff.) Spell save: +13 (+0 eff.) Mental save: +11 (+2 eff.) Infravision radius: +3 A pair of boots made of leather. |
Light source | ![]() Infused by nature 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +16 (+4 eff.) Changes stats: +5 Mag / +12 Wil / +1 Con Changes resistances: +9% temporal Changes damage: +6% temporal Critical mult.: +34.00% Maximum life: +40.00 Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 38% Changes stats: +9 Wil Changes resistances: +3% lightning / +3% temporal / +6% darkness / +6% acid / +21% blight / +9% cold / +18% mind / +10% nature Changes damage: +14% mind / +15% lightning Physical save: +27 (+2 eff.) Mental save: +20 (+4 eff.) Maximum psi: +33.00 Mindpower: +9 (+1 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
On hands | ![]() Requires: - Heavy armour training Infused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +13 Fatigue: +5% Effects on melee hit: * 25% chance to reduce all saves and defense by 48 Damage (Melee): 12 physical / 34 mind / 22 darkness Changes stats: +5 Str / +5 Wil / +5 Con Changes resistances: +15% blight / +9% mind Changes resistances penetration: +20% light Changes damage: +11% physical Talent mastery: +0.20 Technique / Grappling Reduces incoming crit damage: 10.00% Spell save: +27 (+1 eff.) Mental save: -5 (-2 eff.) Poison immunity: +24% Disarm immunity: +50% Stun/Freeze immunity: +24% Mindpower: +8 (+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 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() Infused 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 77% 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 (+1 eff.) Mindpower: +8 (+1 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 36 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+4 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+2 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 22 power out of 30/30) : Effective talent level: 3.0 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 3 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +2 Physical power: +17 (+4 eff.) Changes resistances: +40% acid / +9% temporal / +9% blight / +9% fire / +5% arcane Changes resistances penetration: +15% nature Changes damage: +20% acid / +8% all Physical save: +6 (+0 eff.) Disarm immunity: +44% Pinning immunity: +48% Knockback immunity: +50% Life regen: +20.00 Maximum life: +127.00 Spellpower: +17 (+2 eff.) Mindpower: +16 (+3 eff.) Healing mod.: +20% Rings can have magical properties. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +2 Cun / +4 Wil Changes resistances: +27% darkness / +30% temporal / +6% mind / +20% light Changes damage: +15% mind Physical save: +23 (+2 eff.) Spell save: +24 (+1 eff.) Mental save: +20 (+4 eff.) Blindness immunity: +49% Pinning immunity: +46% Knockback immunity: +46% Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +3.00 Amulets can have magical properties. |
In main hand | ![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 124% Range: 1.1x Uses stats: 86% Wil, 29% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +48 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +9 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +26 (+5 eff.) Mental crit. chance: +9% Activating this item is instant. It can be used to activate talent Wayist (costing 44 power out of 60/60) : Effective talent level: 1.0 Power cost: 44 out of 60/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 68 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+1 eff.) Spell save: +15 (+1 eff.) Mental save: +15 (+3 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
In off hand | ![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 115% Range: 1.1x Uses stats: 72% Wil, 43% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +56 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +2.0% Defense: +36 (+9 eff.) Effects on melee hit: * 20 arcane resource burn Changes resistances: +10% blight / +6% temporal Changes damage: +16% lightning / +16% physical / +12% cold / +25% mind / +10% nature Talent granted: +1 Attune Mindstar Physical save: +3 (+0 eff.) Spell save: +6 (+0 eff.) Disease immunity: +24% Pinning immunity: +40% Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +11.00 Mindpower: +23 (+4 eff.) Mental crit. chance: +23% 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. |
Cloak | ![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +5 Cun / +3 Wil Changes resistances: +15% blight / +9% fire Life regen: +4.00 Maximum life: +100.00 Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +10% all / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+1 eff.) Mindpower: +10 (+2 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Inventory
![]() regeneration infusion (heal 479; 13 cd) 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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 479 life over 5 turns. 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. |
![]() stormshield rune of the duelist (threshold 67; blocks 8; dur 4; cd 16) 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 67 up to 8 times. Its effects scale with your Dexterity 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. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+1 eff.) Spell save: +15 (+1 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 8 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. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +21% mind Changes damage: +24% mind Mental save: +6 (+1 eff.) Maximum psi: +40.00 Mindpower: +10 (+2 eff.) Rings can have magical properties. |
![]() elemental voratun battleaxe of shearing (169% 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. Power: 169% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 15 fire damage (1/turn) When wielded/worn: Accuracy: +31 (+10 eff.) Armour penetration: +21 Changes resistances penetration: +28% fire / +20% all Changes damage: +35% fire Massive two-handed battleaxes. |
![]() enhanced voratun battleaxe (170% power, 4 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 171% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Changes stats: +13 Str / +19 Dex / +19 Mag / +16 Wil / +19 Cun / +19 Con Massive two-handed battleaxes. |
![]() quick voratun battleaxe of persecution (171% power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 171% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage against: +37% Unnatural When wielded/worn: Accuracy: +34 (+11 eff.) Changes stats: +9 Dex / +10 Wil Combat speed: +10% Massive two-handed battleaxes. |
![]() balanced voratun greatsword of evisceration (173% power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 174% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Wound the target dealing 228 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +21 (+7 eff.) Physical crit. chance: +17.0% Physical power: +21 (+5 eff.) Defense: +21 (+5 eff.) Disarm immunity: +70% Massive two-handed swords. |
![]() balanced voratun longsword of massacre (169% power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 170% Range: 1.4x 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: +15 (+5 eff.) Defense: +7 (+1 eff.) Disarm immunity: +50% Sharp, long, and deadly. |
![]() blazebringer's voratun longsword of shearing (151% power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 152% Range: 1.4x 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: +90 fire When wielded/worn: Accuracy: +23 (+7 eff.) Armour penetration: +14 Changes resistances penetration: +15% all / +19% fire Global speed: +11% Sharp, long, and deadly. |
![]() warbringer's voratun longsword of erosion (151% power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 152% Range: 1.4x 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 (Melee): +20 nature When wielded/worn: Physical power: +15 (+4 eff.) Changes stats: +7 Con Changes resistances penetration: +8% physical Disarm immunity: +35% Sharp, long, and deadly. |
![]() hateful living mindstar of resolve (113% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 113% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% 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: Changes stats: +7 Wil Changes resistances penetration: +15% mind / +13% darkness Changes damage: +25% mind / +24% darkness Talent granted: +1 Attune Mindstar Spell save: +10 (+0 eff.) Maximum hate: +10.00 Mindpower: +10 (+2 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. |
![]() Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 117% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +21 light When wielded/worn: Changes resistances: +32% acid Talent granted: +1 Attune Mindstar Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+2 eff.) Pinning immunity: +20% Stun/Freeze immunity: +20% Equilibrium when hit: +2.50 Only die when reaching: -40.00 life Maximum life: +105.36 Mindpower: +10 (+2 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. |
![]() pulsing mindstar of frost (107% power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 107% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +17 Damage (Melee): 16 cold Changes resistances: +13% cold Changes resistances penetration: +16% cold Changes damage: +17% cold Talent granted: +1 Attune Mindstar Mindpower: +8 (+1 eff.) Mental crit. chance: +4% 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. |
![]() mighty reinforced leather sling of enduring Requires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 When wielded/worn: Physical power: +13 (+3 eff.) Changes stats: +6 Str / +13 Wil / +12 Con Maximum life: +90.00 Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+4 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 144 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() plaguebringer's orichalcum trident of evisceration (165% power, 16 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Power: 165% Range: 1.6x 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: Epidemic (20% chance level 5). On weapon hit: * 28% chance to reduce strength, dexterity, and constitution by 5 On weapon crit: * Wound the target dealing 228 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +28 blight When wielded/worn: Physical crit. chance: +21.0% Physical power: +21 (+5 eff.) Disease immunity: +49% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() blazebringer's voratun waraxe (151% power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 152% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (radius 2) on crit: +83 fire When wielded/worn: Changes resistances penetration: +24% fire Global speed: +9% One-handed war axes. |
![]() plaguebringer's voratun waraxe of massacre (165% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 166% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 17% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): +16 blight When wielded/worn: Disease immunity: +35% One-handed war axes. |
![]() voratun waraxe of projection (147% power, 6 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 147% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% 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) One-handed war axes. |
![]() Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +13 Wil Changes resistances: +15% acid / +12% cold / +6% light / +15% blight Changes resistances penetration: +10% mind Spell save: +15 (+1 eff.) Mental save: +13 (+2 eff.) Psi when hit: +0.16 Maximum life: +110.00 Size category: +1 A belt that goes around your waist. |
![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +26 Defense: +3 (+0 eff.) Damage when hit (Melee): 6 acid Changes stats: +6 Str / +6 Dex / +6 Wil / +5 Cun / +6 Con Changes resistances: +12% lightning / +3% temporal / +6% darkness / +9% blight / +60% cold Changes resistances penetration: +5% fire Changes damage: +6% acid Talent mastery: +0.40 Technique / Combat training Spell save: -28 (-2 eff.) Stamina each turn: +1.50 Mana each turn: -0.60 Mental crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +8 Defense: +18 (+4 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 38% Damage when hit (Melee): 8 light Changes stats: +6 Str / +12 Dex / +6 Cun / +6 Con Changes resistances: +6% blight / +3% cold / +26% darkness / +6% arcane Changes resistances penetration: +20% darkness Changes damage: +25% darkness / +6% acid Talent mastery: +0.30 Technique / Combat training Stealth bonus: +22 Physical save: +15 (+1 eff.) Spell save: -23 (-1 eff.) Stamina each turn: +1.50 Mana each turn: -0.56 Light radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() restorative elven-silk cloak of fog (13 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +13 (+3 eff.) Changes resistances: +20% blight / +25% fire / +18% nature / +25% light Stealth bonus: +15 Life regen: +10.00 Healing mod.: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() fearwoven elven-silk robe of power (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +15% all Changes resistances penetration: +20% darkness / +18% physical Changes damage: +25% physical / +30% darkness / +20% all Maximum hate: +15.00 Spellpower: +19 (+2 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() focusing elven-silk robe of light (+40%) (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +7 Mag / +8 Wil Changes resistances: +40% light / +15% all Changes damage: +27% light Mana each turn: +0.40 Psi each turn: +0.31 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() traveler's pair of voratun boots of tirelessness (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -4% Maximum encumbrance: +50 Physical save: +14 (+1 eff.) Stamina each turn: +1.30 Maximum stamina: +38.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() traveler's pair of voratun boots of tirelessness (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -6% Maximum encumbrance: +50 Physical save: +15 (+1 eff.) Stamina each turn: +1.30 Maximum stamina: +29.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() wanderer's 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: +5 Changes stats: +6 Cun / +5 Con Changes resistances: +26% darkness / +14% temporal Changes resistances penetration: +20% darkness / +20% temporal Physical save: +19 (+1 eff.) Mental save: +25 (+5 eff.) Defense after a teleport: +23 Resist all after a teleport: +20% New effects duration reduction after a teleport: +30% A pair of boots made of leather. |
![]() Spellhunt Remnants (6 def, 8 armour) Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+1 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+1 eff.) Maximum life: +100.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +15% Light radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 223.10 arcane damage and stunned) Activation costs 72 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
![]() Loamstun the drakeskin leather cap (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 27% chance to reduce armor by 11% Changes stats: +8 Dex / +14 Wil Changes resistances: +12% blight / +27% nature Changes resistances penetration: +34% nature Changes damage: +18% nature Mental save: +15 (+3 eff.) Light radius: +4 A cap made of leather. |
![]() bladed voratun helm (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +11 Str It can be used to activate talent Skullcracker, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 155.3 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() bladed voratun helm (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +12 Str It can be used to activate talent Skullcracker, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 155.3 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() mindcaging drakeskin leather cap of dexterity (+9) (0 def, 5 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +9 Dex Changes resistances: +25% mind Mental save: +30 (+6 eff.) Confusion immunity: +50% A cap made of leather. |
![]() fortifying voratun mail armour of acid resistance (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Changes stats: +6 Str / +7 Con Changes resistances: +30% acid Maximum life: +100.00 A suit of armour made of mail. |
![]() Earthstar the drakeskin leather armour (20 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Infused by nature Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Changes stats: +15 Wil / +9 Cun / +6 Con Changes resistances: +30% blight / +10% arcane / +28% darkness Changes resistances penetration: +15% nature Changes damage: +15% blight Spell save: +15 (+1 eff.) Mental save: +25 (+5 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Light radius: +2 Damage Shield penetration: +30% A suit of armour made of leather. |
![]() cleansing rough leather armour of Eyal (3 def, 2 armour) Requires: - Strength 10 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+0 eff.) Fatigue: +6% Changes resistances: +12% nature / +12% blight Life regen: +3.00 Maximum life: +32.00 Healing mod.: +12% A suit of armour made of leather. |
![]() cured leather armour of Eyal (6 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Fatigue: +7% Life regen: +5.00 Maximum life: +34.00 Healing mod.: +14% A suit of armour made of leather. |
![]() enlightening drakeskin leather armour of fire resistance (20 def, 8 armour) Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Changes stats: +9 Cun / +8 Wil Changes resistances: +30% fire Mental save: +25 (+5 eff.) A suit of armour made of leather. |
![]() searing drakeskin leather armour of thunder (20 def, 8 armour) Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +23 (+6 eff.) Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Damage (Melee): 23 acid / 23 fire Damage when hit (Melee): 16 acid / 16 fire Changes stats: +10 Str / +9 Mag / +10 Wil Changes resistances: +30% acid / +30% fire / +17% lightning Spellpower: +25 (+2 eff.) Spell crit. chance: +10% Mindpower: +25 (+5 eff.) Mental crit. chance: +7% A suit of armour made of leather. |
![]() Neramira the voratun plate armour (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Effects on melee hit: * 27% chance to reduce strength, dexterity, and constitution by 5 Changes stats: +7 Mag / +19 Wil / +9 Cun Changes resistances: +24% blight Mental save: +23 (+4 eff.) Mana each turn: +0.24 Mana when firing critical spell: +2.72 Spellpower on spell critical (stacks up to 3 times): +14 Maximum mana: +136.01 A suit of armour made of metal plates. |
![]() voratun plate armour of Eyal (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Life regen: +11.00 Maximum life: +80.00 Healing mod.: +16% A suit of armour made of metal plates. |
![]() reinforced iron shield of resilience (0 def, 5 armour, 54 block) Requires: - Shield usage training - Strength 11 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +5 Fatigue: +8% Talent granted: +1 Block Maximum life: +52.00 Handheld deflection devices. |
![]() shocking voratun shield of resistance (0 def, 10 armour, 207 block) Requires: - Shield usage training - Strength 48 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +10 Fatigue: +8% Damage (Melee): 28 lightning Damage when hit (Melee): 21 lightning Changes resistances: +12% acid / +13% fire / +13% lightning / +13% cold Talent granted: +1 Block Handheld deflection devices. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +9% light Changes resistances penetration: +25% cold Changes damage: +9% light / +6% cold Physical save: +8 (+0 eff.) Spell save: +7 (+0 eff.) Mental save: +8 (+1 eff.) Maximum life: +60.00 Light radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() crystalomancer's voratun pickaxe (dig speed 23 turns) Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +5 Mag Maximum mana: +60.00 Spell crit. chance: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 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. |
![]() 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? |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 22 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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 146 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 370.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 18 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
![]() Powered 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. |
![]() pouch of dwarven-steel shots of amnesia (20/20, 135% power, 3 apr) Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 135% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 20 On weapon hit: * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes resistances: +12% lightning Changes resistances penetration: +20% cold Changes damage: +21% acid Physical save: +19 (+1 eff.) Disease immunity: +21% Only die when reaching: -84.29 life Maximum life: +105.36 It can be used to sting an enemy dealing 700 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 11 turns. When used: * Increase all damage penetration by 30% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() dragonbone totem of healing 'Barkdash' [power 548] (11 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 27% chance to slow global speed by 77% Damage when hit (Melee): 14 temporal Changes resistances: +12% lightning / +20% temporal / +12% nature / +24% light Changes resistances penetration: +34% light Changes damage: +18% lightning Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to heal yourself and all friendly characters within 10 spaces for 548 Activation puts all charms on cooldown for 11 turns. When used: * Increase all damage penetration by 30% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() soothing dragonbone totem of healing [power 560] (11 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 560 Activation puts all charms on cooldown for 11 turns. When used: * Heal for 78. Natural totems are made by powerful wilders to store nature power. |
![]() Bokyntir the dragonbone wand of clairvoyance [power 16] (11 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 27% chance to reduce strength, dexterity, and constitution by 5 * 27% chance to reduce all saves and defense by 48 Changes stats: +8 Mag / +4 Wil / +10 Cun Changes resistances: +20% mind / +12% blight Changes resistances penetration: +20% blight Light radius: +4 It can be used to reveal the area around you, dispelling darkness (radius 16, power 54 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 11 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() focusing dragonbone wand of shielding [power 560] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to create a shield absorbing up to 560 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered 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 22 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By CantDrownMyDemons the Krog Solipsist level 36
57th Regrowth 123rd year of Ascendancy at 16:46 see stats
By CantDrownMyDemons the Krog Solipsist level 33
39th Regrowth 123rd year of Ascendancy at 17:33 see stats
By CantDrownMyDemons the Krog Solipsist level 48
14th Dusk 123rd year of Ascendancy at 17:01 see stats
By CantDrownMyDemons the Krog Solipsist level 33
38th Regrowth 123rd year of Ascendancy at 02:12 see stats
By CantDrownMyDemons the Krog Solipsist level 17
26th Dusk 122nd year of Ascendancy at 13:36 see stats
By CantDrownMyDemons the Krog Solipsist level 38
61st Regrowth 123rd year of Ascendancy at 08:24 see stats
By CantDrownMyDemons the Krog Solipsist level 45
6th Dusk 123rd year of Ascendancy at 15:49 see stats
By CantDrownMyDemons the Krog Solipsist level 36
56th Regrowth 123rd year of Ascendancy at 02:32 see stats
By CantDrownMyDemons the Krog Solipsist level 9
10th Mirth 122nd year of Ascendancy at 21:22 see stats
By CantDrownMyDemons the Krog Solipsist level 35
52nd Regrowth 123rd year of Ascendancy at 21:11 see stats
By CantDrownMyDemons the Krog Solipsist level 30
31st Regrowth 123rd year of Ascendancy at 00:26 see stats
By CantDrownMyDemons the Krog Solipsist level 50
16th Regrowth 124th year of Ascendancy at 10:16 see stats
By CantDrownMyDemons the Krog Solipsist level 21
1st Time of Equilibrium 122nd year of Ascendancy at 06:35 see stats
By CantDrownMyDemons the Krog Solipsist level 44
76th Pyre 123rd year of Ascendancy at 09:59 see stats
By CantDrownMyDemons the Krog Solipsist level 50
12nd Regrowth 124th year of Ascendancy at 03:28 see stats
By CantDrownMyDemons the Krog Solipsist level 50
71st Dusk 123rd year of Ascendancy at 09:24 see stats
By CantDrownMyDemons the Krog Solipsist level 42
34th Pyre 123rd year of Ascendancy at 12:47 see stats
By CantDrownMyDemons the Krog Solipsist level 10
6th Flare 122nd year of Ascendancy at 15:52 see stats
By CantDrownMyDemons the Krog Solipsist level 20
77th Dusk 122nd year of Ascendancy at 19:52 see stats
By CantDrownMyDemons the Krog Solipsist level 30
30th Regrowth 123rd year of Ascendancy at 21:28 see stats
By CantDrownMyDemons the Krog Solipsist level 40
1st Time of Balance 123rd year of Ascendancy at 11:45 see stats
By CantDrownMyDemons the Krog Solipsist level 50
25th Dusk 123rd year of Ascendancy at 15:19 see stats
By CantDrownMyDemons the Krog Solipsist level 50
49th Dusk 123rd year of Ascendancy at 00:30 see stats
By CantDrownMyDemons the Krog Solipsist level 50
62nd Dusk 123rd year of Ascendancy at 20:04 see stats
By CantDrownMyDemons the Krog Solipsist level 19
60th Dusk 122nd year of Ascendancy at 05:52 see stats
By CantDrownMyDemons the Krog Solipsist level 47
12nd Dusk 123rd year of Ascendancy at 11:15 see stats
By CantDrownMyDemons the Krog Solipsist level 29
28th Regrowth 123rd year of Ascendancy at 00:45 see stats
By CantDrownMyDemons the Krog Solipsist level 35
52nd Regrowth 123rd year of Ascendancy at 22:43 see stats
By CantDrownMyDemons the Krog Solipsist level 50
16th Regrowth 124th year of Ascendancy at 10:15 see stats
By CantDrownMyDemons the Krog Solipsist level 11
10th Flare 122nd year of Ascendancy at 20:11 see stats
By CantDrownMyDemons the Krog Solipsist level 50
48th Dusk 123rd year of Ascendancy at 16:40 see stats
By CantDrownMyDemons the Krog Solipsist level 28
4th Regrowth 123rd year of Ascendancy at 20:19 see stats
By CantDrownMyDemons the Krog Solipsist level 50
16th Regrowth 124th year of Ascendancy at 10:16 see stats
By CantDrownMyDemons the Krog Solipsist level 40
15th Pyre 123rd year of Ascendancy at 13:48 see stats
By CantDrownMyDemons the Krog Solipsist level 40
6th Pyre 123rd year of Ascendancy at 18:55 see stats
By CantDrownMyDemons the Krog Solipsist level 20
79th Dusk 122nd year of Ascendancy at 22:19 see stats
By CantDrownMyDemons the Krog Solipsist level 15
12nd Dusk 122nd year of Ascendancy at 15:44 see stats
By CantDrownMyDemons the Krog Solipsist level 32
36th Regrowth 123rd year of Ascendancy at 01:48 see stats
By CantDrownMyDemons the Krog Solipsist level 32
36th Regrowth 123rd year of Ascendancy at 21:17 see stats
Log
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Today is the 25th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:00.
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Today is the 26th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 03:10.
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Today is the 27th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:33.
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Today is the 28th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 05:31.
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Today is the 29th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:06.
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Today is the 30th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 05:05.
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Today is the 31st Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:40.
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Today is the 32nd Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 04:38.
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Today is the 33rd Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:13.
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Ran for 4 turns (stop reason: hostile spotted to the southwest (Novice mage)).
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Today is the 34th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:25.
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Today is the 35th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 05:16.
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CantDrownMyDemons deactivates Psiblades.
CantDrownMyDemons deactivates Night Terror.
CantDrownMyDemons deactivates Lucid Dreamer.
CantDrownMyDemons deactivates Antimagic Shield.
CantDrownMyDemons is no longer suffering from insomnia.