Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
Addons | Items Vault 1.3.0Donators/Buyers bonus! Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Steamtech UI 1.1.4 |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Female |
Race | Higher |
Class | Archmage |
Level / Exp | 50 / 1157% |
Size | medium |
Lifes / Deaths | Killed by Spacial Disturbance at level 2 on the 74th Pyre 122nd year of Ascendancy at 15:16 / 53Killed by mean looking elven guard at level 11 on the 2nd Dusk 122nd year of Ascendancy at 14:39 Killed by Cyrywe the red crystal at level 14 on the 17th Dusk 122nd year of Ascendancy at 05:15 Killed by Weirdling Beast at level 15 on the 19th Dusk 122nd year of Ascendancy at 19:48 Killed by Voryrinne the drem at level 16 on the 30th Dusk 122nd year of Ascendancy at 09:50 Killed by ultimate gwelgoroth at level 17 on the 35th Dusk 122nd year of Ascendancy at 16:22 Killed by Horned Horror at level 17 on the 39th Dusk 122nd year of Ascendancy at 01:03 Killed by Horned Horror at level 17 on the 39th Dusk 122nd year of Ascendancy at 03:13 Killed by Lorhie the shalore at level 18 on the 17th Haze 122nd year of Ascendancy at 11:20 Killed by Eilinagarin the golem at level 19 on the 41st Haze 122nd year of Ascendancy at 09:14 Killed by skeleton archer at level 21 on the 64th Haze 122nd year of Ascendancy at 10:55 Killed by ogric abomination at level 21 on the 77th Haze 122nd year of Ascendancy at 07:23 Killed by ogre guard at level 23 on the 80th Haze 122nd year of Ascendancy at 01:54 Killed by wretchling at level 25 on the 8th Allure 123rd year of Ascendancy at 13:10 Killed by elven mage at level 25 on the 8th Allure 123rd year of Ascendancy at 15:19 Killed by Grand Corruptor at level 28 on the 20th Regrowth 123rd year of Ascendancy at 02:50 Killed by Grand Corruptor at level 28 on the 20th Regrowth 123rd year of Ascendancy at 04:16 Killed by Layussra the eternal bone giant at level 28 on the 24th Regrowth 123rd year of Ascendancy at 19:51 Killed by Layussra the eternal bone giant at level 28 on the 24th Regrowth 123rd year of Ascendancy at 21:52 Killed by Lisomina the lich at level 28 on the 25th Regrowth 123rd year of Ascendancy at 04:25 Killed by Forgery of Haze (Celia) at level 28 on the 25th Regrowth 123rd year of Ascendancy at 13:23 Killed by devourer at level 29 on the 41st Regrowth 123rd year of Ascendancy at 11:15 Killed by Islolranne the devourer at level 29 on the 41st Regrowth 123rd year of Ascendancy at 12:17 Killed by Islolranne the devourer at level 29 on the 41st Regrowth 123rd year of Ascendancy at 13:52 Killed by Islolranne the devourer at level 29 on the 41st Regrowth 123rd year of Ascendancy at 15:04 Killed by The Master at level 30 on the 50th Regrowth 123rd year of Ascendancy at 05:14 Killed by skeleton warrior at level 31 on the 50th Regrowth 123rd year of Ascendancy at 18:42 Killed by Goriarin the orc assassin at level 32 on the 65th Regrowth 123rd year of Ascendancy at 12:10 Killed by Goriarin the orc assassin at level 32 on the 65th Regrowth 123rd year of Ascendancy at 13:32 Killed by Goriarin the orc assassin at level 32 on the 65th Regrowth 123rd year of Ascendancy at 15:14 Killed by Lisemira the black mamba at level 33 on the 73rd Regrowth 123rd year of Ascendancy at 14:37 Killed by skeleton master archer at level 33 on the 73rd Regrowth 123rd year of Ascendancy at 20:06 Killed by Isythra the dredge captain at level 35 on the 4th Pyre 123rd year of Ascendancy at 20:25 Killed by orc archer at level 37 on the 24th Pyre 123rd year of Ascendancy at 06:46 Killed by overpowered greater multi-hued wyrm at level 37 on the 24th Pyre 123rd year of Ascendancy at 21:43 Killed by overpowered greater multi-hued wyrm at level 37 on the 24th Pyre 123rd year of Ascendancy at 23:11 Killed by overpowered greater multi-hued wyrm at level 38 on the 25th Pyre 123rd year of Ascendancy at 01:06 Killed by overpowered greater multi-hued wyrm at level 38 on the 25th Pyre 123rd year of Ascendancy at 02:38 Killed by overpowered greater multi-hued wyrm at level 38 on the 25th Pyre 123rd year of Ascendancy at 04:31 Killed by overpowered greater multi-hued wyrm at level 39 on the 25th Pyre 123rd year of Ascendancy at 06:02 Killed by overpowered greater multi-hued wyrm at level 39 on the 25th Pyre 123rd year of Ascendancy at 10:29 Killed by gigantic gravity worm at level 39 on the 46th Pyre 123rd year of Ascendancy at 11:26 Killed by orc master wyrmic at level 40 on the 53rd Pyre 123rd year of Ascendancy at 11:47 Killed by Gorbat, Supreme Wyrmic of the Pride at level 41 on the 53rd Pyre 123rd year of Ascendancy at 13:52 Killed by ritch flamespitter at level 43 on the 33rd Dusk 123rd year of Ascendancy at 04:17 Killed by Vorywen the storm drake hatchling at level 44 on the 67th Dusk 123rd year of Ascendancy at 14:33 Killed by Kra'Tor the Gluttonous at level 47 on the 27th Haze 123rd year of Ascendancy at 21:30 Killed by Ndfla the Crusher at level 50 on the 8th Decay 123rd year of Ascendancy at 22:13 Killed by fire wyrm at level 50 on the 7th Regrowth 124th year of Ascendancy at 05:25 Killed by Dooranagh the human at level 50 on the 8th Regrowth 124th year of Ascendancy at 03:33 Killed by Khulmanar, General of Urh'Rok at level 50 on the 11st Regrowth 124th year of Ascendancy at 10:41 Killed by multi-hued drake hatchling at level 50 on the 48th Regrowth 124th year of Ascendancy at 06:02 Killed by No Biatchkini E at level 50 on the 48th Regrowth 124th year of Ascendancy at 06:08 |
Primary Stats
Strength | 33 (base 21) |
Dexterity | 44 (base 20) |
Constitution | 65 (base 60) |
Magic | 134 (base 66) |
Willpower | 99 (base 63) |
Cunning | 62 (base 20) |
Resources
Life | 990/990 |
Mana | 1185/1185 |
Healing Factor | 1.28 |
Regeneration | 0.32 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666666% |
Spell | +15% |
Global | +100% |
Vision
Sight | 15 |
Lite | 10 |
Infravision | 3 |
See Invisible | 20 |
Offense: Mainhand
Damage | 125 |
Accuracy | 45 |
Crit Chance | 22% |
APR | 75 |
Speed | 1.00 |
Offense: Spell
Spellpower | 89.600000000001 |
Crit Chance | 60% |
Speed | 0.8695652173913 |
Offense: Mind
Mindpower | 51.366666666667 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
All | +24% |
Offense: Damage Penetration
All | +15% |
Defense: Base
Armour (hardiness) | 17 (30%) |
Defense | 40.366666666667 |
Ranged Defense | 50.366666666667 |
Fatigue | 5 |
Physical Save | 44.816666666667 |
Spell Save | 70.675 |
Mental Save | 51.166666666667 |
Defense: Resistances
All | + 22%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 15% |
Teleport Resistance | 15% |
Silence Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 80% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 378 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 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 770 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 964% for 10 turns and instantly restoring 48 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. |
Class Talents
Spell / Meta | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Spell / Storm | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Air | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Arcane | 1.40 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Spell / Conveyance | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved Magic by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Magic by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +2. | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda died to a Yaech raiding party at the beach. | failed |
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. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 823. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of the savior. 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. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 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 | Aetherwalk (6 def, 0 armour) Aetherwalk (6 def, 0 armour)Requires: - Level 25 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+1 eff.) It can be used to phase door in range 6, radius 2, costing 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. This item has been sent to the Item's Vault. |
Light source | Zerokalthoregorath the dwarven lantern Zerokalthoregorath the dwarven lanternPowered by arcane forces Infused by nature Crafted by a master 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Changes stats: +8 Mag Changes resistances: +6% cold / +3% light / +6% mind Changes resistances penetration: +15% all Physical save: +33 (+11 eff.) Confusion immunity: +5% Teleport immunity: +15% Maximum life: +80.00 Spellpower: +17 (+3 eff.) Light radius: +8 Healing mod.: +28% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Crown of Burning Pain (13 def, 0 armour) Crown of Burning Pain (13 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +13 (+4 eff.) Fatigue: +4% Changes stats: +6 Cun / +6 Wil Changes resistances: +35% fire Changes damage: +35% fire It can be used to activate talent Meteor Rain (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Uses arcane forces to summon 3 meteors that fall on the ground, smashing all around in a radius 2 for 442.94 fire and 238.22 physical damage. The hit zone will also turn into lava for 8 turns. The effects will increase with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Tool | Skull of the Rat Lich Skull of the Rat LichPowered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+2 eff.) Spell crit. chance: +4% It can be used to raise undead rats, costing 70 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eyes. |
On fingers | Void Orb Void OrbRequires: - Level 35 Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+2 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 5.6 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 603.61 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. This item has been sent to the Item's Vault. |
On fingers | Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Around waist | Emblem of Evasion Emblem of EvasionRequires: - Level 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+7 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 3.6 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 32% chance to completely evade them and granting you 27 defense for 14 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. This item has been sent to the Item's Vault. |
In main hand | Awakened Staff of Absorption (172% power, 60 apr, physical element) Awakened Staff of Absorption (172% power, 60 apr, physical element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Wil / +10 Mag Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+10 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
On hands | Storm Bringer's Gauntlets (0 def, 3 armour) Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% It can be used to activate talent Chain Lightning (costing 16 power out of 16/16) : Effective talent level: 4.5 Power cost: 16 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 187.39 to 562.18 damage and forking to another target. It can hit up to 7 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. This item has been sent to the Item's Vault. |
Main armor | Robe of the Archmage (10 def, 10 armour) Robe of the Archmage (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Damage when hit (Melee): 15 arcane Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% cold / +10% fire Changes damage: +12% all Spell save: +18 (+4 eff.) Mental save: +15 (+5 eff.) Blindness immunity: +40% Mana each turn: +1.00 Spellpower: +15 (+3 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Cloak | Gloryrabeth the Furnacecutter (3 def, 0 armour) Gloryrabeth the Furnacecutter (3 def, 0 armour)Requires: - Level 35 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 8 arcane Changes stats: +8 Mag / +10 Wil Changes resistances penetration: +5% fire Changes damage: +9% arcane / +3% fire Spell save: +21 (+5 eff.) Maximum mana: +112.00 Spell 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. This item has been sent to the Item's Vault. |
Around neck | Vox VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the psychic (heal 285) healing infusion of the psychic (heal 285)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 285 and cleanse 1 wound and poison effect. 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. |
healing infusion of the psychic (heal 258) healing infusion of the psychic (heal 258)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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 258 and cleanse 1 wound and poison effect. 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. |
healing infusion of the sneak (heal 172) healing infusion of the sneak (heal 172)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 172 and cleanse 1 wound and poison effect. Its effects scale with your Cunning 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. |
heroism infusion of the duelist (+11 for 9 turns, die at -405) heroism infusion of the duelist (+11 for 9 turns, die at -405)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 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 11 for 9 turns. While Heroism is active, you will only die when reaching -405 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 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. |
heroism infusion of the titan (+13 for 10 turns, die at -415) heroism infusion of the titan (+13 for 10 turns, die at -415)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 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 13 for 10 turns. While Heroism is active, you will only die when reaching -415 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 Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (592% speed; 7 turns) movement infusion of the duelist (592% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 592% 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. 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. |
movement infusion of the duelist (553% speed; 4 turns) movement infusion of the duelist (553% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 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 nature gift Description: Activate the infusion to increase movement speed by 553% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
movement infusion of the wizard (814% speed; 7 turns) movement infusion of the wizard (814% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use 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 increase movement speed by 814% 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. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 301 over 5 turns) regeneration infusion of the sneak (heal 301 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 301 life over 5 turns. Its effects scale with your Cunning 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 sneak (heal 317 over 5 turns) regeneration infusion of the sneak (heal 317 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 317 life over 5 turns. Its effects scale with your Cunning 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 warrior (heal 172 over 5 turns) regeneration infusion of the warrior (heal 172 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 172 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the sneak (rad 6; power 52; turns 4; dispells darkness) sun infusion of the sneak (rad 6; power 52; turns 4; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 26). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 52) for 4 turns. Its effects scale with your Cunning 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. |
sun infusion of the titan (rad 5; power 53; turns 5; dispells darkness) sun infusion of the titan (rad 5; power 53; turns 5; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 26). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 53) for 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the wizard (rad 6; power 75; turns 3; dispells darkness) sun infusion of the wizard (rad 6; power 75; turns 3; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 38). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 75) for 3 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the wizard (rad 8; power 76; turns 5; dispells darkness) sun infusion of the wizard (rad 8; power 76; turns 5; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 8 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 38). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 76) for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 33%; cure magical) wild infusion of the psychic (resist 33%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 33% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the sneak (resist 20%; cure magical) wild infusion of the sneak (resist 20%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning 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. |
Rune of the Rift (546.00 temporal damage, removed from time 4 turns) Rune of the Rift (546.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Inflicts 677.04 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. |
acid wave rune of the wizard (270 acid damage; dur 5; apply 75) acid wave rune of the wizard (270 acid damage; dur 5; apply 75)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 270.07 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 75. The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the sneak (299 cold damage; 52 apply power) biting gale rune of the sneak (299 cold damage; 52 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 298.80 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 52. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the sneak (273 cold damage; 52 apply power) biting gale rune of the sneak (273 cold damage; 52 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 272.80 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 52. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the psychic (range 12) controlled phase door rune of the psychic (range 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 12. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the wizard (range 16) controlled phase door rune of the wizard (range 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 16. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the duelist (536 fire damage) heat beam rune of the duelist (536 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 535.98 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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 ability. |
heat beam rune of the wizard (905 fire damage) heat beam rune of the wizard (905 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 904.88 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the titan (power 13 for 5 turns) invisibility rune of the titan (power 13 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to become invisible (power 13) for 5 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the titan (power 14 for 9 turns) invisibility rune of the titan (power 14 for 9 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to become invisible (power 14) for 9 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the psychic (893 lightning damage) lightning rune of the psychic (893 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 297.64 to 892.92 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the titan (764 lightning damage) lightning rune of the titan (764 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 254.80 to 764.40 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the warrior (1128% regen over 10 turns; 56 instant mana) manasurge rune of the warrior (1128% regen over 10 turns; 56 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1128% for 10 turns and instantly restoring 56 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the warrior (range 13; power 47; dur 6) phase door rune of the warrior (range 13; power 47; dur 6)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 13. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 47%, your defense is increased by 47 and all your resistances by 47%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 182 for 4 turns) shielding rune of the duelist (absorb 182 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 182 damage for 4 turns. 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 ability. |
shielding rune of the psychic (absorb 347 for 3 turns) shielding rune of the psychic (absorb 347 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 347 damage for 3 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 374 for 5 turns) shielding rune of the sneak (absorb 374 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 374 damage for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the titan (absorb 273 for 3 turns) shielding rune of the titan (absorb 273 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 273 damage for 3 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the titan (absorb 410 for 5 turns) shielding rune of the titan (absorb 410 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 410 damage for 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 166 for 3 turns) shielding rune of the warrior (absorb 166 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 166 damage for 3 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 166 for 3 turns) shielding rune of the warrior (absorb 166 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 166 damage for 3 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 189 for 4 turns) shielding rune of the warrior (absorb 189 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 189 damage for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 463 for 3 turns) shielding rune of the wizard (absorb 463 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 463 damage for 3 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the sneak (range 90) teleportation rune of the sneak (range 90)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 90 with a minimum range of 15. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the titan (range 116) teleportation rune of the titan (range 116)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 116 with a minimum range of 15. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the titan (range 100) teleportation rune of the titan (range 100)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 100 with a minimum range of 15. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the warrior (range 55) teleportation rune of the warrior (range 55)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 55 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the warrior (range 53) teleportation rune of the warrior (range 53)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 53 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the wizard (range 222) teleportation rune of the wizard (range 222)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 222 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the psychic (radius 10; dur 16; see animal) vision rune of the psychic (radius 10; dur 16; see animal)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (10 radius) and to allow you to see invisible and stealthed creatures (power 30) for 16 turns. Your mind will become more receptive for 16 turns, allowing you to sense any animal around. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the psychic (radius 12; dur 18; see undead) vision rune of the psychic (radius 12; dur 18; see undead)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (12 radius) and to allow you to see invisible and stealthed creatures (power 24) for 18 turns. Your mind will become more receptive for 18 turns, allowing you to sense any undead around. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con It can be used to activate talent Juggernaut (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 40 power out of 40/40) : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 266 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Phoenixbolt PhoenixboltRequires: - Level 25 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -7% Changes stats: +2 Dex / +5 Mag / +3 Wil Changes resistances: +9% fire Changes damage: +5% acid / +6% fire / +6% cold / +7% lightning Physical save: +19 (+6 eff.) Spell save: +22 (+6 eff.) Mental save: +20 (+7 eff.) Life regen: +2.60 Spellpower: +4 (+1 eff.) Spell crit. chance: +3% See invisible: +6 Amulets can have magical properties. This item has been sent to the Item's Vault. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
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. |
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 / Two-handed weapons +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Finishing moves +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Unarmed training +0.30 Technique / Archery prowess +0.30 Technique / Shield defense +0.30 Technique / Pugilism +0.30 Technique / Two-handed assault +0.30 Technique / Combat veteran +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Combat techniques +0.30 Technique / Archery excellence +0.30 Technique / Superiority +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. |
gold ring gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
voratun ring 'Brodugund' voratun ring 'Brodugund'Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 4 acid Changes stats: +2 Con Changes resistances: +44% lightning / +12% light / +14% blight / +6% cold / +12% nature Changes damage: +19% lightning Spell save: +3 (+1 eff.) Poison immunity: +24% Disease immunity: +30% Life regen: +1.70 Maximum life: +89.00 Healing mod.: +29% Rings can have magical properties. |
voratun ring 'Sileyatta' voratun ring 'Sileyatta'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+7 eff.) Armour penetration: +10 Defense: +17 (+6 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +6 Cun / +6 Wil Changes resistances: +36% lightning Changes damage: +18% lightning / +6% acid Reduces incoming crit damage: 15.00% Poison immunity: +5% Mindpower: +13 (+4 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. |
Khulmanar's Wrath (182% power, 8 apr) Khulmanar's Wrath (182% power, 8 apr)Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 182% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. It can be used to activate talent Infernal Breath (costing 35 power out of 35/35) : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 210.02 fire damage, and flames will be left dealing a further 48.43 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
The Gaping Maw (184% power, 4 apr) The Gaping Maw (184% power, 4 apr)Requires: - Strength 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 184% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon crit: * deal manaburn damage equal to your mindpower in a radius 3 cone Damage (Melee): +50 acid / +50 nature slow When wielded/worn: Changes stats: +0 Str / +0 Wil Changes damage: +0% nature Talents cooldown: Ice Claw (-1 turn) Mana Clash (-2 turns) Swallow (-2 turns) This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
voratun battleaxe (167% power, 4 apr) voratun battleaxe (167% power, 4 apr)Requires: - Strength 48 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 167% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% Massive two-handed battleaxes. |
Life Drinker (152% power, 11 apr) Life Drinker (152% power, 11 apr)Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 152% Range: 1.3x Uses stats: 55% Mag, 35% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+2 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: 600% of base Is: a spell Description: Infects the target with parasitic carrion worm larvae for 6 turns. Each turn the disease will remove a beneficial physical effect and deal 21.43 acid and 21.43 blight damage. If not cleared after five turns it will inflict 282.29 acid damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Black blood for foul deeds. This dagger serves evil. |
Mandible of Ungolmor (150% power, 12 apr) Mandible of Ungolmor (150% power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 150% Range: 1.3x Uses stats: 35% Str, 35% Dex, 30% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +12 Physical crit. chance: +22.0% Attack speed: 100% On weapon crit: * inflicts pinning spydric poison upon the target Damage conversion: 30% darkness When wielded/worn: Armour: +5 Armour Hardiness: +5% Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Light radius: -2 It can be used to activate talent Creeping Darkness (costing 25 power out of 40/40) : Effective talent level: 3.0 Power cost: 25 out of 40/40. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 28 damage, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +12% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
voratun dagger (148% power, 9 apr) voratun dagger (148% power, 9 apr)Requires: - Dexterity 48 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 148% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Sharp, short and deadly. |
Champion's Will (179% power, 22 apr) Champion's Will (179% power, 22 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 179% Range: 1.6x Uses stats: 115% Str, 20% Con Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Physical crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt, costing 30 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
Storm Fury Storm FuryRequires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 When wielded/worn: Ranged Defense: +15 (+5 eff.) Damage (Ranged): 75 lightning Changes stats: +5 Dex / +7 Mag Changes resistances: +20% lightning Changes damage: +20% lightning Talent masteries: +0.10 Spell / Storm +0.20 Spell / Air Spellpower: +20 (+4 eff.) Movement speed: +10% Automatically fires lightning bolts at nearby enemies, with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
Butcher (159% power, 12 apr) Butcher (159% power, 12 apr)Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 160% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On weapon kill: * Enter a Rampage (Shared cooldown). When wielded/worn: Accuracy: +18 (+8 eff.) Changes stats: +10 Str / +10 Wil / +7 Cun Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
Sword of Potential Futures (133% power, 10 apr) Sword of Potential Futures (133% power, 10 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. In the past there was a dagger with it. Power: 134% Range: 1.4x Uses stats: 20% Mag, 80% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
The Black Spike (159% power, 20 apr) The Black Spike (159% power, 20 apr)Requires: - Strength 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 160% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes resistances penetration: +5% all Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
voratun longsword (153% power, 6 apr) voratun longsword (153% power, 6 apr)Requires: - Strength 48 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 154% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Sharp, long, and deadly. |
Thunderfall (161% power, 6 apr) Thunderfall (161% power, 6 apr)Requires: - Willpower 30 - Strength 50 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Power: 162% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +50 lightning / +50 physical Burst (radius 2) on crit: +100 lightning / +100 physical It can be used to strike a target at up to range 10 for an automatic critical hit as lightning damage, costing 60 power out of 60/60. Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
Ureslak's Eldritch Femur (164% power, 5 apr) Ureslak's Eldritch Femur (164% power, 5 apr)Requires: - Strength 45 - Dexterity 30 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Power: 164% Range: 1.4x Uses stat: 100% Str Damage type: Arcane Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10% chance to shimmer to a different hue and gain powers When wielded/worn: Changes resistances: +45% arcane Changes resistances penetration: +30% arcane Changes damage: +30% arcane / +12% all A shortened femur of the mighty prismatic dragon, this erratic club still pulses with Ureslak's volatile nature. |
This item will automatically be transmogrified when you leave the level. caustic drakeskin leather slingcaustic drakeskin leather sling Requires: - Dexterity 48 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * 19% chance to corrode armour When wielded/worn: Changes resistances penetration: +11% acid Life regen: +2.10 Slings are used to hurl stones or metal shots at your foes. |
Eclipse (117% power, 4 apr, physical element) Eclipse (117% power, 4 apr, physical element)Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 117% Range: 1.2x Uses stat: 110% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +15% temporal / +15% physical / +15% darkness / +15% light Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+2 eff.) Spell crit. chance: +8% This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
Telos's Staff (Bottom Half) Telos's Staff (Bottom Half)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+3 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. This item has been sent to the Item's Vault. |
Velyba (136% power, 6 apr, acid element) Velyba (136% power, 6 apr, acid element)Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x 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: Defense: +15 (+5 eff.) Effects on melee hit: * 14% chance to blind Changes stats: +4 Mag / +7 Cun / +11 Con Changes damage: +30% acid Talent granted: +1 Command Staff Critical mult.: +23.00% Physical save: +9 (+3 eff.) Spell save: +20 (+5 eff.) Knockback immunity: +20% Life regen: +1.30 Vim when firing critical spell: +5.00 Maximum vim: +36.00 Maximum neg.energy: +33.00 Spellpower: +23 (+5 eff.) Spell crit. chance: +5% Light radius: +3 Healing mod.: +18% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.3 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 137.43 light damage. Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff 'Viperbliss' (136% power, 6 apr, cold element) dragonbone starstaff 'Viperbliss' (136% power, 6 apr, cold element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x 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% Damage (Melee): +16 nature / +4 arcane Burst (radius 1) on hit: +4 mind When wielded/worn: Physical crit. chance: +27.0% Damage (Melee): 38 arcane Damage when hit (Melee): 4 nature Changes damage: +6% nature / +30% cold Talent granted: +1 Command Staff Critical mult.: +32.00% Spell save: +20 (+5 eff.) Mana each turn: +0.44 Maximum mana: +213.00 Spellpower: +25 (+5 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. This item has been sent to the Item's Vault. |
Razorblade, the Cursed Waraxe (170% power, 16 apr) Razorblade, the Cursed Waraxe (170% power, 16 apr)Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Power: 170% Range: 1.4x Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Dex Changes damage: +10% physical See invisible: +5 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
Skeletal Claw (167% power, 8 apr) Skeletal Claw (167% power, 8 apr)Requires: - Dexterity 14 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Power: 167% Range: 1.1x Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +8 Physical crit. chance: +9.0% Attack speed: 125% When this weapon hits: Bone Grab (10% chance level 3). When this weapon hits: Bone Spear (20% chance level 4). Damage (Melee): +30 bleed Burst (radius 2) on crit: +50 bleed When wielded/worn: Defense: +12 (+4 eff.) Talent mastery: +0.25 Corruption / Bone Spellpower: +4 (+1 eff.) Combat speed: +10% Talent on hit(spell): Bone Spear (10% chance level 4). It can be used to activate talent Bone Nova (costing 20 power out of 20/20) : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Fire bone spears in all directions, hitting all foes within radius 4 for 230.09 physical damage. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. |
Ce'Nywen Ce'NywenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +7% acid / +12% temporal / +3% blight / +16% fire / +19% lightning / +7% cold Disarm immunity: +10% Maximum mana: +60.00 A belt that goes around your waist. |
Lisithra the Balancewilter Lisithra the BalancewilterInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +14 (+7 eff.) Effects on melee hit: * Slows global speed by 41% Changes resistances: +6% nature / +6% mind Changes resistances penetration: +10% nature Changes damage: +15% mind Critical mult.: +11.00% Spell save: +15 (+4 eff.) Life regen: +2.60 Healing mod.: +27% Size category: +1 A belt that goes around your waist. |
Lisukira LisukiraInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +5 Dex / +2 Mag / +5 Cun / +4 Con / +8 Lck Changes resistances penetration: +15% arcane Trap disarming bonus: +13 Stealth bonus: +9 Physical save: +12 (+4 eff.) Mental save: +14 (+5 eff.) Mana when firing critical spell: +1.00 Maximum mana: +40.00 Mindpower: +19 (+6 eff.) Infravision radius: +5 A belt that goes around your waist. |
drakeskin leather belt drakeskin leather belt1.00 Encumbrance. Type: armor / belt ; tier 5 A belt that goes around your waist. |
drakeskin leather belt drakeskin leather belt1.00 Encumbrance. Type: armor / belt ; tier 5 A belt that goes around your waist. |
hardened leather belt hardened leather belt1.00 Encumbrance. Type: armor / belt ; tier 3 A belt that goes around your waist. |
cashmere cloak 'Stokepain' (2 def, 0 armour) cashmere cloak 'Stokepain' (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 4 fire Changes stats: +8 Str / +3 Mag / +5 Wil / +6 Con Changes resistances: +2% physical / +3% temporal Changes damage: +18% blight Physical save: +16 (+5 eff.) Teleport immunity: +5% Maximum life: +150.00 Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Bikini (0 def, 0 armour) Bikini (0 def, 0 armour)2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Black Robe (6 def, 0 armour) Black Robe (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+5 eff.) Defense: +6 (+2 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Spell save: +25 (+6 eff.) Blindness immunity: +50% Spellpower: +30 (+6 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). Talent on hit(spell): Bone Spear (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+3 eff.) Damage when hit (Melee): 10 temporal / 20 physical Changes stats: +3 Wil / +5 Mag Changes resistances: +10% physical / +10% temporal Changes resistances penetration: +20% physical / +20% temporal Changes damage: +20% physical / +20% temporal Spellpower: +23 (+5 eff.) It can be used to activate talent Temporal Reprieve (costing 50 power out of 50/50) : Effective talent level: 1.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
elven-silk robe (5 def, 0 armour) elven-silk robe (5 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Scorchwolf (0 def, 5 armour) Scorchwolf (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Str / +5 Cun / +7 Con Changes resistances: +3% blight / +5% arcane Changes damage: +15% fire Physical save: +36 (+12 eff.) Spell save: +38 (+9 eff.) Mental save: +24 (+8 eff.) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Shadowdare the pair of drakeskin leather boots (20 def, 5 armour) Shadowdare the pair of drakeskin leather boots (20 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +20 (+7 eff.) Fatigue: +5% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 4 blight Changes resistances: +6% blight / +20% temporal / +28% darkness Changes resistances penetration: +5% blight / +13% temporal / +13% darkness Spellpower: +4 (+1 eff.) Defense after a teleport: +14 Resist all after a teleport: +15% New effects duration reduction after a teleport: +28% It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 1.8 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 29% chance to completely evade them and granting you 16 defense for 14 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
pair of voratun boots (0 def, 5 armour) pair of voratun boots (0 def, 5 armour)Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Shinepeal' (0 def, 5 armour) pair of voratun boots 'Shinepeal' (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +11 Physical crit. chance: +6.0% Physical power: +5 (+2 eff.) Armour: +5 Fatigue: +4% Changes stats: +2 Str / +4 Wil / +5 Cun / +5 Con Changes resistances penetration: +8% physical Changes damage: +6% light Silence immunity: +26% Confusion immunity: +28% Stun/Freeze immunity: +44% Mindpower: +7 (+2 eff.) Infravision radius: +1 It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 14 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Fist of the Destroyer (8 def, 0 armour) Fist of the Destroyer (8 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +9 Str / +9 Mag / +3 Cun Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 Increases all damage by 4% of current vim Current Bonus: 0% It can be used to activate talent Darkfire (costing 12 power out of 12/12) : Effective talent level: 5.0 Power cost: 12 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 297.43 fire damage and 154.97 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Ruthless Grip (0 def, 5 armour) Ruthless Grip (0 def, 5 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 20 darkness / 20 cold Changes damage: +20% darkness / +20% cold Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -20% It can be used to activate talent Frost Grab (costing 20 power out of 30/30) : Effective talent level: 4.0 Power cost: 20 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Grab a target and transport it next to you, covering it with frost, reducing its movement speed by 50% for 7 turns. The ice will also deal 275.95 cold damage. The damage will increase with your Spellpower. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
voratun gauntlets (0 def, 3 armour) voratun gauntlets (0 def, 3 armour)Requires: - Talent Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Nygrim' (0 def, 3 armour) voratun gauntlets 'Nygrim' (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 (+4 eff.) Armour penetration: +15 Armour: +3 Changes stats: +5 Str / +12 Dex / +2 Mag / +5 Wil / +11 Cun / +11 Con Changes resistances: +9% lightning / +9% cold Changes resistances penetration: +5% mind Talent mastery: +0.20 Technique / Grappling Physical save: +30 (+10 eff.) Spell save: +9 (+2 eff.) Mental save: +10 (+3 eff.) Disarm immunity: +98% Infravision radius: +1 It can be used to activate talent Juggernaut, 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: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Arykira the Blazefury (0 def, 5 armour) Arykira the Blazefury (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+3 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 21 acid Changes stats: +4 Str / +5 Con Changes resistances: +9% lightning / +6% temporal / +14% fire / +14% nature / +11% cold Changes resistances penetration: +5% temporal Changes damage: +9% lightning Spell save: +7 (+2 eff.) Maximum life: +97.00 Healing mod.: +30% A cap made of leather. |
Corrupted Gaze (4 def, 8 armour) Corrupted Gaze (4 def, 8 armour)Requires: - Magic 16 - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +10 (+5 eff.) Armour: +8 Defense: +4 (+1 eff.) Fatigue: +6% Changes stats: +5 Mag / +3 Wil / +4 Cun Changes resistances: +10% blight Changes resistances penetration: +10% blight Changes damage: +20% blight Talent mastery: +0.10 Corruption / Vim Disease immunity: +40% See stealth: +12 See invisible: +12 It can be used to activate talent Vimsense (costing 25 power out of 32/32) : Effective talent level: 3.0 Power cost: 25 out of 32/32. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 6 turns, in a radius of 10. The evil touch will reduce their blight resistance by 37%, but also make them aware of you. The resistance reduction will improve with your Spellpower. This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. |
Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)Requires: - Cunning 25 - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +10 Wil / +3 Con Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 (+2 eff.) It can be used to activate talent Indomitable (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This talent takes no time to use. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Crown of Eternal Night (0 def, 3 armour) Crown of Eternal Night (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. You need to find something to bind its powers. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
Crown of the Elements (0 def, 5 armour) Crown of the Elements (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 cold / 10 lightning Changes stats: +3 Wil / +5 Con Changes resistances: +15% acid / +15% fire / +15% lightning / +15% cold Changes damage: +8% acid / +8% fire / +8% lightning / +8% cold See invisible: +15 This jeweled crown shimmers with colors. |
Dragon-helm of Kroltar (5 def, 9 armour) Dragon-helm of Kroltar (5 def, 9 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Armour: +9 Defense: +5 (+2 eff.) Fatigue: +10% Changes stats: +5 Str / -4 Lck / +5 Con It can be used to activate talent Warshout (costing 45 power out of 45/45) : Effective talent level: 2.0 Power cost: 45 out of 45/45. Range: melee/personal Travel Speed: instantaneous Description: Shout your warcry in a frontal cone of radius 5. Any targets caught inside will be confused for 5 turns. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+4 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Hat of Arcane Understanding (2 def, 0 armour) Hat of Arcane Understanding (2 def, 0 armour)Requires: - Level 15 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Only supremacy of the arcane can release its full power. When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. This item has been sent to the Item's Vault. |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +4 Mag / +3 Wil Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 83.70 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
hardened leather cap (0 def, 3 armour) hardened leather cap (0 def, 3 armour)2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% A cap made of leather. |
voratun helm (0 def, 5 armour) voratun helm (0 def, 5 armour)Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tarrasca (0 def, 50 armour) Tarrasca (0 def, 50 armour)Requires: - Strength 52 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+15 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage equal to the speed detriment, but never to less than 30% of the original damage. Current Resistance: 0% It can be used to slow the movement speed of all creatures within 5 spaces (including yourself) by 40%, costing 25 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
Shieldsmaiden (5 def, 20 armour, 150 block) Shieldsmaiden (5 def, 20 armour, 150 block)Requires: - Strength 28 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +20 Defense: +5 (+2 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +10% Changes resistances: +25% fire / +25% cold Talents granted: +1 Shieldsmaiden Aura +4 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
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. |
4 agate 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
404 alchemist agate 404 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. |
9 onyx 9 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Air currents swirl around this bright blue jewel. |
9 aquamarine 9 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 lapis lazuli 12 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 opal 11 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 sapphire 4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz 9 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Norek (dig speed 6 turns) Norek (dig speed 6 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+5 eff.) Changes stats: +3 Str / +3 Wil / +6 Cun Changes resistances: +15% darkness / +9% blight Damage affinity(heal): +15% darkness Physical save: +25 (+8 eff.) Spell save: +14 (+4 eff.) Mental save: +19 (+6 eff.) Silence immunity: +15% Stun/Freeze immunity: +5% Mana when firing critical spell: +2.00 Maximum life: +124.00 Maximum stamina: +30.00 Infravision radius: +14 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prismwinter the iron pickaxe (dig speed 31 turns) Prismwinter the iron pickaxe (dig speed 31 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +1 Str Mental save: +3 (+1 eff.) Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
8 emerald 8 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 jade 12 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 turquoise 8 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Bereyon the Unlightnail Bereyon the UnlightnailInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 12 mind Changes resistances: +6% temporal / +9% cold / +6% light / +6% all Changes resistances penetration: +10% darkness Physical save: +14 (+5 eff.) Spell save: +33 (+8 eff.) Light radius: +4 Healing mod.: +21% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 407.90 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 407.90 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (149 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 6 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
alchemist's lamp alchemist's lamp1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp alchemist's lamp1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Aloyagund' alchemist's lamp 'Aloyagund'Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +1 Cun Changes resistances: +3% all Physical save: +8 (+3 eff.) Spell save: +7 (+2 eff.) Psi when hit: +0.08 Maximum psi: +40.00 Light radius: +8 Healing mod.: +15% 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot. |
71 alchemist bloodstone 71 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
8 bloodstone 8 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. |
6 fire opal 6 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. |
6 garnet 6 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 ruby 7 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) 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 912.64 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. |
Frozen Shards (25/25, 139% power, 15 apr) Frozen Shards (25/25, 139% power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Power: 139% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Ice Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 25 On weapon hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +6 Con / +7 Wil Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health, armor, and armor hardiness but rooting you in place, costing 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
10 amethyst 10 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Lightbringer's Wand Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+4 eff.) Light radius: +2 It can be used to summon a shining orb, costing 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
dragonbone wand of clairvoyance 'Stormnigh' [power 13] (6 cooldown) dragonbone wand of clairvoyance 'Stormnigh' [power 13] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 8 lightning Changes resistances: +9% lightning / +3% temporal / +3% mind Changes resistances penetration: +15% lightning Changes damage: +6% lightning / +6% temporal Talent cooldown: Void Blast (+6 turn) Talents granted: +5 Volcano +5 Void Blast It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 13), putting all charms on cooldown for 6 turns. When used: 200% chance to regenerate 7 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
16 diamond 16 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. |
11 moonstone 11 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 pearl 10 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. |
14 quartz 14 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
20 amber 20 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. |
7 ametrine 7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all 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.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By No Biatchkini E the Higher Archmage level 31
53rd Regrowth 123rd year of Ascendancy at 05:59 see stats
By No Biatchkini E the Higher Archmage level 15
20th Dusk 122nd year of Ascendancy at 01:20 see stats
By No Biatchkini E the Higher Archmage level 31
51st Regrowth 123rd year of Ascendancy at 12:10 see stats
By No Biatchkini E the Higher Archmage level 34
1st Time of Balance 123rd year of Ascendancy at 02:54 see stats
By No Biatchkini E the Higher Archmage level 37
24th Pyre 123rd year of Ascendancy at 21:02 see stats
By No Biatchkini E the Higher Archmage level 45
72nd Dusk 123rd year of Ascendancy at 19:00 see stats
By No Biatchkini E the Higher Archmage level 50
14th Regrowth 124th year of Ascendancy at 03:34 see stats
By No Biatchkini E the Higher Archmage level 34
76th Regrowth 123rd year of Ascendancy at 17:45 see stats
By No Biatchkini E the Higher Archmage level 21
77th Haze 122nd year of Ascendancy at 08:48 see stats
By No Biatchkini E the Higher Archmage level 46
13rd Haze 123rd year of Ascendancy at 15:06 see stats
By No Biatchkini E the Higher Archmage level 18
22nd Haze 122nd year of Ascendancy at 01:28 see stats
By No Biatchkini E the Higher Archmage level 36
18th Pyre 123rd year of Ascendancy at 03:39 see stats
By No Biatchkini E the Higher Archmage level 33
68th Regrowth 123rd year of Ascendancy at 02:21 see stats
By No Biatchkini E the Higher Archmage level 47
26th Haze 123rd year of Ascendancy at 00:14 see stats
By No Biatchkini E the Higher Archmage level 27
8th Regrowth 123rd year of Ascendancy at 06:46 see stats
By No Biatchkini E the Higher Archmage level 50
14th Regrowth 124th year of Ascendancy at 03:34 see stats
By No Biatchkini E the Higher Archmage level 17
31st Dusk 122nd year of Ascendancy at 18:51 see stats
By No Biatchkini E the Higher Archmage level 26
7th Regrowth 123rd year of Ascendancy at 21:46 see stats
By No Biatchkini E the Higher Archmage level 30
49th Regrowth 123rd year of Ascendancy at 04:07 see stats
By No Biatchkini E the Higher Archmage level 50
9th Decay 123rd year of Ascendancy at 20:11 see stats
By No Biatchkini E the Higher Archmage level 36
18th Pyre 123rd year of Ascendancy at 06:33 see stats
By No Biatchkini E the Higher Archmage level 46
2nd Haze 123rd year of Ascendancy at 19:08 see stats
By No Biatchkini E the Higher Archmage level 32
63rd Regrowth 123rd year of Ascendancy at 20:06 see stats
By No Biatchkini E the Higher Archmage level 15
20th Dusk 122nd year of Ascendancy at 00:37 see stats
By No Biatchkini E the Higher Archmage level 39
25th Pyre 123rd year of Ascendancy at 13:33 see stats
By No Biatchkini E the Higher Archmage level 50
6th Decay 123rd year of Ascendancy at 08:09 see stats
By No Biatchkini E the Higher Archmage level 10
10th Mirth 122nd year of Ascendancy at 03:36 see stats
By No Biatchkini E the Higher Archmage level 20
54th Haze 122nd year of Ascendancy at 19:00 see stats
By No Biatchkini E the Higher Archmage level 30
48th Regrowth 123rd year of Ascendancy at 07:18 see stats
By No Biatchkini E the Higher Archmage level 40
46th Pyre 123rd year of Ascendancy at 12:59 see stats
By No Biatchkini E the Higher Archmage level 50
53rd Haze 123rd year of Ascendancy at 08:03 see stats
By No Biatchkini E the Higher Archmage level 2
74th Pyre 122nd year of Ascendancy at 16:17 see stats
By No Biatchkini E the Higher Archmage level 50
7th Decay 123rd year of Ascendancy at 04:44 see stats
By No Biatchkini E the Higher Archmage level 50
14th Regrowth 124th year of Ascendancy at 03:33 see stats
By No Biatchkini E the Higher Archmage level 48
35th Haze 123rd year of Ascendancy at 08:59 see stats
By No Biatchkini E the Higher Archmage level 18
58th Dusk 122nd year of Ascendancy at 15:41 see stats
By No Biatchkini E the Higher Archmage level 26
1st Regrowth 123rd year of Ascendancy at 05:01 see stats
By No Biatchkini E the Higher Archmage level 42
79th Pyre 123rd year of Ascendancy at 03:00 see stats
By No Biatchkini E the Higher Archmage level 18
17th Haze 122nd year of Ascendancy at 12:22 see stats
By No Biatchkini E the Higher Archmage level 33
68th Regrowth 123rd year of Ascendancy at 16:25 see stats
By No Biatchkini E the Higher Archmage level 15
20th Dusk 122nd year of Ascendancy at 01:20 see stats
By No Biatchkini E the Higher Archmage level 12
7th Dusk 122nd year of Ascendancy at 15:19 see stats
By No Biatchkini E the Higher Archmage level 15
20th Dusk 122nd year of Ascendancy at 01:20 see stats
By No Biatchkini E the Higher Archmage level 27
19th Regrowth 123rd year of Ascendancy at 09:36 see stats
By No Biatchkini E the Higher Archmage level 19
40th Haze 122nd year of Ascendancy at 18:31 see stats
By No Biatchkini E the Higher Archmage level 41
59th Pyre 123rd year of Ascendancy at 18:42 see stats
By No Biatchkini E the Higher Archmage level 19
39th Haze 122nd year of Ascendancy at 20:04 see stats
By No Biatchkini E the Higher Archmage level 31
51st Regrowth 123rd year of Ascendancy at 11:39 see stats
By No Biatchkini E the Higher Archmage level 18
17th Haze 122nd year of Ascendancy at 14:07 see stats
By No Biatchkini E the Higher Archmage level 30
50th Regrowth 123rd year of Ascendancy at 06:50 see stats
Log
No Biatchkini E deactivates Shielding.
No Biatchkini E deactivates Chant of Fortitude.
No Biatchkini E deactivates Thunderstorm.
The furious lightning storm around No Biatchkini E calms down and disappears.
No Biatchkini E deactivates Quicken Spells.
No Biatchkini E deactivates Hurricane.
No Biatchkini E deactivates Arcane Shield.
No Biatchkini E deactivates Tempest.
No Biatchkini E deactivates Keen Senses.
No Biatchkini E deactivates Spellcraft.
No Biatchkini E deactivates Premonition.
No Biatchkini E deactivates Arcane Power.
No Biatchkini E deactivates Feather Wind.
You carry too much--you are encumbered!
Drop some of your items.
Multi-hued drake hatchling resists the stun!
Multi-hued drake hatchling resists the stun!
You are no longer encumbered.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Multi-hued drake hatchling killed No Biatchkini E!
No Biatchkini E hits Multi-hued drake hatchling for 136 fire, 133 cold, 147 lightning, 189 arcane, 136 fire, 133 cold, 147 lightning, 189 arcane (1212 total damage).
No Biatchkini E hits Something for 167 fire, 133 cold, 147 lightning, 189 arcane, 167 fire, 133 cold, 147 lightning, 189 arcane (1274 total damage).
No Biatchkini E hits Something for 154 fire, 121 cold, 134 lightning, 158 arcane, 154 fire, 121 cold, 134 lightning, 158 arcane (1134 total damage).
No Biatchkini E hits Multi-hued drake hatchling for 167 fire, 133 cold, 147 lightning, 189 arcane, 167 fire, 133 cold, 147 lightning, 189 arcane (1274 total damage).
Ran for 2 turns (stop reason: interesting character).
Saving done.
Saving game...