Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.4 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Experience Controller 1.4.3
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
---
Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/Buyers bonus! Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Exponential Leveling 1.4.3Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Female |
Race | Superhuman |
Class | Berserker |
Level / Exp | 50 / 6440% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 139 (base 60) |
Dexterity | 98 (base 60) |
Constitution | 91 (base 60) |
Magic | 115 (base 60) |
Willpower | 110 (base 60) |
Cunning | 105 (base 60) |
Resources
Life | 17157/47201 |
Equilibrium | 59 |
Stamina | 1/1572 |
Psi_feedback | 418/735 |
Healing Factor | 1.25 |
Regeneration | 213.6630928308 |
Speed
Mental | +280.5% |
Attack | +290.5% |
Movement | +630% |
Spell | +290.5% |
Global | +511.66% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 9 |
See Invisible | 25 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 444 |
Accuracy | 115 |
Crit Chance | 272% |
APR | 159 |
Speed | 0.24 |
Offense: Spell
Spellpower | 85.222222222222 |
Crit Chance | 100% |
Speed | 0.25608194622279 |
Cooldown Reduction | 95.55 |
Offense: Mind
Mindpower | 177.94444444444 |
Crit Chance | 100% |
Speed | 0.25608194622279 |
Offense: Damage Bonus
All | +7% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 306.6 (100%) |
Defense | 115.23333333333 |
Ranged Defense | 115.23333333333 |
Fatigue | 0 |
Physical Save | 179.22222222222 |
Spell Save | 187.375 |
Mental Save | 176.52777777778 |
Defense: Resistances
All | +149%(100%) |
Defense: Immunities
Silence Resistance | 15% |
Bleed Resistance | 15% |
Confusion Resistance | 100% |
Instadeath Resistance | 100% |
Stun Resistance | 100% |
Poison Resistance | 26% |
Blind Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 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. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 2 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 250 damage for 25 turns. |
Class Talents
Cunning / Tactical | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Berserker's strength | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Bloodthirst | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Archery training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Superiority | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Warcries | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Dirty fighting | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield defense | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Field control | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Berserker Rage |
talent | Never Stop Running |
talent | Onslaught |
talent | Exploit Weakness |
talent | Elemental Harmony |
talent | Shattering Impact |
talent | Precise Strikes |
beneficial effect | Increases all resists by 19%. Elemental Harmony |
detrimental effect | The more you use runes, the longer they will take to recharge (+9 cooldowns). Runic Saturation |
beneficial effect | The thrill of combat improves the target's maximum life by 13%, life regeneration by 30.47, and stamina regeneration by 6.09. Bloodbath |
beneficial effect | Countering melee attacks: Has a 64% chance to get an automatic counter attack when avoiding a melee attack. (2.3 counters remaining) Counter Attacking |
beneficial effect | You have 336 fungal energies stored. Release them to heal by using the Fungal Blood prodigy. Fungal Blood |
detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | Immune to physical effects. Spine of the World |
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 abandoned lost anorithil to death. Escort: lost anorithil (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You abandoned lost sun paladin to death. Escort: lost sun paladin (level 6 of Dreadfell) | failed |
You abandoned lost sun paladin to death. Escort: lost sun paladin (level 8 of Dreadfell) | failed |
You abandoned repented thief to death. Escort: repented thief (level 7 of Dreadfell) | failed |
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. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | 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. | active |
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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 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 |
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 |
Equipment
On feet | Aetherwalk (6 def, 0 armour) Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+0 eff.) It can be used to phase door up to range 6, within radius 2 of the target location, costing 14 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Light source | bright dwarven lantern of corpselight bright dwarven lantern of corpselightPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +15% blight / +15% darkness Spellpower: +6 (+0 eff.) Spell crit. chance: +6% Light radius: +9 Infravision radius: +5 See invisible: +15 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 17 cooldown : Effective talent level: 1.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 63 blight damage or heals 46 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | thaloren voratun helm of trickery (0 def, 5 armour) thaloren voratun helm of trickery (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +5 Fatigue: +5% Changes stats: +5 Dex / +10 Wil / +5 Cun Changes resistances: +15% blight Mental save: +12 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con 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 (+1 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 by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 6 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
On fingers | treant's voratun ring of clarity treant's voratun ring of clarityInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +15% nature / +15% blight Mental save: +15 (+2 eff.) Poison immunity: +26% Disease immunity: +30% Confusion immunity: +42% Rings can have magical properties. |
On fingers | Earivon the voratun ring Earivon the voratun ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+1 eff.) Armour: +4 Changes stats: +9 Str / +2 Dex / +8 Mag / +8 Cun / +10 Con Changes resistances: +8% arcane / +9% fire Reduces incoming crit damage: 20.00% Physical save: +6 (+1 eff.) Mental save: +14 (+2 eff.) Cut immunity: +15% Silence immunity: +15% Confusion immunity: +49% Spellpower: +15 (+1 eff.) Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Rings can have magical properties. |
Around waist | Aruwyn the drakeskin leather belt Aruwyn the drakeskin leather beltPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 4 blight Changes stats: +2 Wil / +9 Mag Physical save: +9 (+1 eff.) Spell save: +25 (+2 eff.) Mana each turn: +0.95 Maximum mana: +76.00 Mindpower: +5 (+1 eff.) A belt that goes around your waist. |
In main hand | Magmafear (88.5-132.75 power, 4 apr) Magmafear (88.5-132.75 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 88.5 - 132.8 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 111% Burst (radius 1) on hit: +4 fire Burst (radius 2) on crit: +12 fire When wielded/worn: Accuracy: +20 (+3 eff.) Changes stats: +10 Dex Changes resistances: +6% fire / +9% temporal / +10% all Changes resistances penetration: +15% temporal / +20% nature / +5% fire Changes damage: +9% temporal / +6% fire Massive two-handed mauls. |
On hands | Spellhunt Remnants (4 def, 5 armour) Spellhunt Remnants (4 def, 5 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Defense: +4 (+1 eff.) Spell save: +10 (+1 eff.) Mindpower: +10 (+1 eff.) Mental crit. chance: +4% When used to modify unarmed attacks: Base power: 28.0 - 39.2 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Mana Clash (10% chance level 2). When this weapon hits: Destroy Magic (100% chance level 4). On weapon hit: * 35 arcane resource burn Damage (Melee): +17 silence It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Main armor | Brighthash (5 def, 8 armour) Brighthash (5 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +21 (+1 eff.) Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes stats: +9 Str / +9 Mag / +12 Wil / +3 Cun Changes resistances: +18% lightning / +10% physical / +30% fire Changes damage: +15% nature / +12% light Grants telepathy: Dragon Physical save: +25 (+3 eff.) Spellpower: +22 (+1 eff.) Spell crit. chance: +9% Mindpower: +25 (+3 eff.) Mental crit. chance: +8% Light radius: +2 Infravision radius: +2 A suit of armour made of leather. |
Cloak | Aerabrebeth the Rotbolt (21 def, 0 armour) Aerabrebeth the Rotbolt (21 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+0 eff.) Defense: +21 (+4 eff.) Fatigue: -7% Damage when hit (Melee): 12 mind / 16 nature Changes stats: +4 Wil Changes resistances: +9% lightning / +57% fire / +50% light / +9% cold Stealth bonus: +27 Spell save: +30 (+3 eff.) Mental crit. chance: +4% Heals friendly targets nearby when you use a nature summon: +30 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+0 eff.) Blindness immunity: +100% Spellpower: +5 (+0 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 34 power out of 60/60. The evilness of undeath radiates from this amulet. |
Inventory
This item will automatically be transmogrified when you leave the level. healing infusion (heal 86)healing infusion (heal 86) 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 86 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. |
This item will automatically be transmogrified when you leave the level. insidious poison infusion of the psychic (182 nature damage, 55% healing reduction)insidious poison infusion of the psychic (182 nature damage, 55% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 182.40 nature damage per turn for 7 turns, and reducing the target's healing received by 55%. The sudden stream of natural forces also strips you of one random detrimental magical 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. |
This item will automatically be transmogrified when you leave the level. controlled phase door rune (range 10)controlled phase door rune (range 10) 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: 1 Travel Speed: instantaneous Usage Speed: Spell (26% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 10. 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. |
This item will automatically be transmogrified when you leave the level. shielding rune of the wizard (absorb 807 for 8 turns)shielding rune of the wizard (absorb 807 for 8 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: 2 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 807 damage for 8 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. |
wanderer's gold amulet of constitution (+5) wanderer's gold amulet of constitution (+5)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Changes stats: +5 Dex / +5 Cun / +9 Con Life regen: +0.60 Stamina each turn: +0.70 Movement speed: +10% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. wizard's voratun ring of blinding strikeswizard's voratun ring of blinding strikes Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 35% chance to blind Effects on ranged hit: * 35% chance to blind Changes stats: +10 Mag Spell save: +20 (+2 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Adywyn (38-49.4 power, 9 apr)Adywyn (38-49.4 power, 9 apr) Requires: - Dexterity 48 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 30% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +23 mind Burst (radius 1) on hit: +16 mind Burst (radius 2) on crit: +8 physical When wielded/worn: Damage when hit (Melee): 16 physical Changes stats: +1 Str Changes resistances: +5% arcane Changes damage: +9% arcane Stamina each turn: +0.60 It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Sharp, short and deadly. |
Dagger of the Past (25-32.5 power, 20 apr) Dagger of the Past (25-32.5 power, 20 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stats: 30% Wil, 100% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+2 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+1 eff.) Movement speed: +20% 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 opportunity to learn from the mistakes of the past. |
Orc Feller (45-58.5 power, 11 apr) Orc Feller (45-58.5 power, 11 apr)Requires: - Dexterity 44 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 45.0 - 58.5 Uses stats: 30% Wil, 55% Dex, 50% Mag, 35% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +5 Dex Changes damage: +8% light / +10% physical Grants telepathy: Humanoid/Orc Pinning immunity: +50% Light radius: +1 During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. |
This item will automatically be transmogrified when you leave the level. elemental steel dagger of crippling (13-16.9 power, 6 apr)elemental steel dagger of crippling (13-16.9 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.0 - 16.9 Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +7.0% Changes resistances penetration: +8% acid / +9% fire / +9% lightning / +9% cold Sharp, short and deadly. |
stralite dagger (30-39 power, 9 apr) stralite dagger (30-39 power, 9 apr)Requires: - Dexterity 35 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 30.0 - 39.0 Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. warbringer's voratun dagger of crippling (38-49.4 power, 9 apr)warbringer's voratun dagger of crippling (38-49.4 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +12.0% Physical power: +12 (+1 eff.) Changes stats: +4 Con Changes resistances penetration: +12% physical Disarm immunity: +26% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. warbringer's voratun dagger of ruin (39-50.7 power, 9 apr)warbringer's voratun dagger of ruin (39-50.7 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour penetration: +12 Physical crit. chance: +11.0% Physical power: +10 (+0 eff.) Changes stats: +5 Con Changes resistances penetration: +12% physical Critical mult.: +16.00% Disarm immunity: +27% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. balanced voratun greatmaul of nature (67.5-101.25 power, 4 apr)balanced voratun greatmaul of nature (67.5-101.25 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 67.5 - 101.3 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +20 (+3 eff.) Defense: +21 (+4 eff.) Changes resistances: +14% all Changes resistances penetration: +21% nature Disarm immunity: +67% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. voratun greatmaul of corruption (67-100.5 power, 4 apr)voratun greatmaul of corruption (67-100.5 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 67.0 - 100.5 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 28% chance to inflict damage reduction * 20% chance to curse the target Massive two-handed mauls. |
Camildir (64-102.4 power, 4 apr) Camildir (64-102.4 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.0 - 102.4 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 47% chance to daze Burst (radius 1) on hit: +12 physical When wielded/worn: Accuracy: +17 (+3 eff.) Physical power: +20 (+1 eff.) Defense: +20 (+3 eff.) Changes stats: +3 Str / +5 Dex / +3 Mag / +5 Wil / +6 Cun / +10 Con Changes resistances: +6% acid Changes resistances penetration: +14% lightning / +21% physical Physical save: +25 (+3 eff.) Mental save: +9 (+1 eff.) Disarm immunity: +106% Only die when reaching: -20.00 life Maximum life: +20.00 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. chilling stralite greatsword of vileness (48.5-77.6 power, 3 apr)chilling stralite greatsword of vileness (48.5-77.6 power, 3 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.5 - 77.6 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 31% chance to disease Damage (Melee): +35 blight / +35 cold Massive two-handed swords. |
iron greatsword (18-28.8 power, 1 apr) iron greatsword (18-28.8 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 18.0 - 28.8 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. quick steel greatsword of evisceration (24.5-39.2 power, 2 apr)quick steel greatsword of evisceration (24.5-39.2 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.5 - 39.2 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 111% On weapon crit: * wounds the target reducing their healing When wielded/worn: Accuracy: +13 (+2 eff.) Physical crit. chance: +13.0% Physical power: +12 (+1 eff.) Changes stats: +6 Dex Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. voratun greatsword of rage (64.5-103.2 power, 4 apr)voratun greatsword of rage (64.5-103.2 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.5 - 103.2 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +21 (+4 eff.) Changes stats: +10 Str Changes damage: +21% physical Stamina when hit: +3.00 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. dragonbone longbow 'Dusksage'dragonbone longbow 'Dusksage' Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * 40% chance to corrode armour * 20% chance to inflict damage reduction When wielded/worn: Physical power: +15 (+1 eff.) Changes stats: +7 Str Changes resistances: +9% darkness / +6% acid Changes resistances penetration: +5% acid / +25% arcane / +5% darkness Changes damage: +6% acid / +12% darkness Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. Durynik the voratun longsword (42.5-59.5 power, 6 apr)Durynik the voratun longsword (42.5-59.5 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing When wielded/worn: Physical crit. chance: +14.0% Physical power: +15 (+1 eff.) Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Changes resistances: +15% nature / +3% physical Changes resistances penetration: +10% mind Spell save: +30 (+3 eff.) Mental save: +9 (+1 eff.) Silence immunity: +10% Pinning immunity: +10% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Ivassra the Boltpunish (41.5-58.1 power, 6 apr)Ivassra the Boltpunish (41.5-58.1 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 41.5 - 58.1 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% Burst (radius 1) on hit: +20 fire When wielded/worn: Effects on melee hit: * 15% chance to corrode armour * 60% chance to daze Changes resistances: +18% darkness / +3% lightning Changes damage: +12% darkness / +18% acid Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Grinevon the voratun mace (45.5-63.7 power, 6 apr)Grinevon the voratun mace (45.5-63.7 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 45.5 - 63.7 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +20 acid When wielded/worn: Damage when hit (Melee): 12 blight / 16 physical Changes stats: +1 Con Changes damage: +6% mind Maximum encumbrance: +20 Physical save: +26 (+3 eff.) Life regen: +0.20 Only die when reaching: -60.00 life Maximum stamina: +15.00 Maximum psi: +40.00 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. warbringer's voratun mace of evisceration (47-65.8 power, 6 apr)warbringer's voratun mace of evisceration (47-65.8 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 47.0 - 65.8 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing When wielded/worn: Physical crit. chance: +15.0% Physical power: +29 (+1 eff.) Changes stats: +6 Con Changes resistances penetration: +15% physical Disarm immunity: +35% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. warbringer's voratun mace of rage (44-61.6 power, 6 apr)warbringer's voratun mace of rage (44-61.6 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 44.0 - 61.6 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+2 eff.) Physical power: +15 (+1 eff.) Changes stats: +7 Str / +7 Con Changes resistances penetration: +12% physical Changes damage: +15% physical Disarm immunity: +34% Stamina when hit: +2.40 Blunt and deadly. |
Hare-Skin Sling Hare-Skin SlingRequires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+2 eff.) Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. It can be used to activate talent Inertial Shot (costing 5 power out of 8/8) : Effective talent level: 3.0 Power cost: 5 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element) Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stats: 180% Mag, 30% Wil 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 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+3 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 112 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." |
This item will automatically be transmogrified when you leave the level. dragonbone vilestaff of breaching (30-36 power, 6 apr, blight element)dragonbone vilestaff of breaching (30-36 power, 6 apr, blight element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +15% blight Changes damage: +30% blight Talent granted: +1 Command Staff Spellpower: +15 (+1 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Beostir the voratun waraxe (41.5-58.1 power, 6 apr)Beostir the voratun waraxe (41.5-58.1 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.5 - 58.1 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to corrode armour When wielded/worn: Accuracy: +14 (+2 eff.) Defense: +19 (+3 eff.) Ranged Defense: +4 (+1 eff.) Effects on melee hit: * 45% chance to corrode armour Changes stats: +4 Con / +3 Mag Changes resistances penetration: +10% acid Mental save: +20 (+2 eff.) Poison immunity: +15% Disarm immunity: +50% Pinning immunity: +5% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Eremibar (38.5-53.9 power, 6 apr)Eremibar (38.5-53.9 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 38.5 - 53.9 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom * 20% chance to disease * 40% chance to gain 10% of a turn Damage (Melee): +8 temporal When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn Changes stats: +7 Mag / +7 Wil Changes resistances: +15% temporal Changes resistances penetration: +20% mind / +15% temporal Changes damage: +6% blight Spellpower: +14 (+1 eff.) One-handed war axes. |
This item will automatically be transmogrified when you leave the level. balanced voratun waraxe of the leech (40.5-56.7 power, 6 apr)balanced voratun waraxe of the leech (40.5-56.7 power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% * leeches stamina from the target When wielded/worn: Accuracy: +15 (+2 eff.) Defense: +15 (+2 eff.) Damage when hit (Melee): 20 nature slow Disarm immunity: +48% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. insidious voratun waraxe of shearing (40-56 power, 6 apr)insidious voratun waraxe of shearing (40-56 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Damage (Melee): +60 insidious poison When wielded/worn: Armour penetration: +13 Changes resistances penetration: +14% physical Changes damage: +14% physical One-handed war axes. |
This item will automatically be transmogrified when you leave the level. plaguebringer's voratun waraxe of evisceration (39-54.6 power, 6 apr)plaguebringer's voratun waraxe of evisceration (39-54.6 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 20% chance to disease On weapon crit: * wounds the target reducing their healing Damage (Melee): +20 blight When wielded/worn: Physical crit. chance: +15.0% Physical power: +14 (+1 eff.) Disease immunity: +33% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. blurring drakeskin leather belt of burglaryblurring drakeskin leather belt of burglary Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Defense: +23 (+4 eff.) Changes stats: +6 Dex / +6 Cun / +9 Lck Trap disarming bonus: +30 Stealth bonus: +26 Infravision radius: +6 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. focusing elven-silk robe of alchemy (5 def, 0 armour)focusing elven-silk robe of alchemy (5 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +8 Mag / +8 Wil Changes resistances: +20% acid / +17% physical / +18% fire / +18% cold Changes damage: +12% acid / +10% physical / +15% fire / +15% cold Talent cooldown: Refit Golem (-6 turns) Mana each turn: +0.40 Psi each turn: +0.32 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. spellwoven elven-silk robe of power (5 def, 0 armour)spellwoven elven-silk robe of power (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes damage: +20% all Spell save: +30 (+3 eff.) Spellpower: +26 (+1 eff.) Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. stargazer's cashmere robe of alchemy (2 def, 0 armour)stargazer's cashmere robe of alchemy (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +4 Cun Changes resistances: +16% acid / +16% physical / +16% fire / +15% cold Changes damage: +11% acid / +11% physical / +14% light / +11% fire / +13% darkness / +11% cold Talent cooldown: Refit Golem (-5 turns) Spellpower: +8 (+0 eff.) Spell crit. chance: +8% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Gith (0 def, 5 armour)Gith (0 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +2 Cun Reduces incoming crit damage: 10.00% Physical save: +12 (+1 eff.) Spell save: +20 (+2 eff.) Disease immunity: +25% Confusion immunity: +20% Pinning immunity: +20% Life regen: +5.50 Equilibrium when hit: +0.20 Healing mod.: +23% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of drakeskin leather boots 'Balathalar' (0 def, 5 armour)pair of drakeskin leather boots 'Balathalar' (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 16 acid / 8 temporal Changes stats: +14 Lck / +8 Dex Changes resistances: +21% acid / +5% arcane Changes resistances penetration: +10% temporal Changes damage: +9% acid / +6% temporal / +3% arcane Stealth bonus: +15 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of voratun boots of strife (0 def, 5 armour)pair of voratun boots of strife (0 def, 5 armour) Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +5 Con / +6 Wil Changes resistances penetration: +10% physical Mindpower: +9 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 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 38 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. |
This item will automatically be transmogrified when you leave the level. wanderer's pair of drakeskin leather boots (0 def, 5 armour)wanderer's pair of drakeskin leather boots (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Cun / +6 Con Physical save: +22 (+2 eff.) Mental save: +25 (+3 eff.) A pair of boots made of leather. |
Voravea the Ravenserpent (0 def, 2 armour) Voravea the Ravenserpent (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +14.0% Armour: +2 Changes resistances: +12% darkness / +12% cold Changes damage: +3% darkness Critical mult.: +11.00% Spell save: +6 (+1 eff.) Spell crit. chance: +14% Mental crit. chance: +14% When used to modify unarmed attacks: Base power: 26.5 - 37.1 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +18.0% Attack speed: 83% When this weapon crits: Cripple (20% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
scouring voratun gauntlets of sorrow (0 def, 3 armour) scouring voratun gauntlets of sorrow (0 def, 3 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 25% chance to cause random gloom Damage (Melee): 40 mind / 28 darkness Effects when hit in melee: * 35% chance to reduce powers by 20% * 31 arcane resource burn Spell save: +22 (+2 eff.) Mental save: -5 (-1 eff.) Mindpower: +7 (+1 eff.) When used to modify unarmed attacks: Base power: 32.0 - 44.8 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Reproach (10% chance level 5). On weapon hit: * 35% chance to reduce powers by 20% * 33 arcane resource burn It can be used to activate talent Ruined Earth, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. spellstreaming voratun gauntlets of the starseeker (0 def, 3 armour)spellstreaming voratun gauntlets of the starseeker (0 def, 3 armour) Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +6 Cun / +6 Mag Changes resistances: +10% light / +7% darkness Mana each turn: +0.37 Spellpower: +16 (+1 eff.) Spell crit. chance: +10% Infravision radius: +2 When used to modify unarmed attacks: Base power: 30.0 - 42.0 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Elemental Bolt (10% chance level 5). Damage (Melee): +19 arcane Burst (radius 2) on crit: +46 light / +49 darkness It can be used to activate talent Starfall, placing all other charms into a 12 cooldown : Effective talent level: 1.0 Power cost: 12 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 184.27 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
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 (+0 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 (+1 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 34 power out of 60/60) : Effective talent level: 1.0 Power cost: 34 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 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. |
This item will automatically be transmogrified when you leave the level. Hathotar the elven-silk wizard hat (3 def, 0 armour)Hathotar the elven-silk wizard hat (3 def, 0 armour) Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 8 physical Changes stats: +8 Mag / +14 Wil / +7 Cun Changes resistances: +3% blight / +1% physical / +30% nature Changes resistances penetration: +10% acid Changes damage: +20% nature Cut immunity: +10% Knockback immunity: +10% Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +40.00 Spellpower: +16 (+1 eff.) Mindpower: +6 (+1 eff.) Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. augmenting elven-silk wizard hat of the Brotherhood (3 def, 0 armour)augmenting elven-silk wizard hat of the Brotherhood (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +9 Mag / +9 Con Changes damage: +10% acid / +15% lightning / +11% fire / +34% arcane / +12% cold Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 6 cooldown : Effective talent level: 5.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. bladed voratun helm of sanctity (0 def, 5 armour)bladed voratun helm of sanctity (0 def, 5 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 10 physical Changes stats: +5 Str Changes resistances: +15% blight / +13% darkness Spell save: +15 (+2 eff.) Mental save: +13 (+1 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1847.6 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. champion's drakeskin leather cap (0 def, 5 armour)champion's drakeskin leather cap (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Str / +4 Wil Mental save: +11 (+1 eff.) Light radius: +2 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. defender's drakeskin leather cap of knowledge (8 def, 14 armour)defender's drakeskin leather cap of knowledge (8 def, 14 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +14 Defense: +8 (+1 eff.) Fatigue: +5% Changes stats: +5 Cun / +5 Wil Changes resistances: +7% all Physical save: +15 (+2 eff.) Mindpower: +6 (+1 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level. grounding voratun helm of constitution (+10) (0 def, 5 armour)grounding voratun helm of constitution (+10) (0 def, 5 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Con Changes resistances: +15% lightning / +15% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. thaloren drakeskin leather cap of trickery (0 def, 5 armour)thaloren drakeskin leather cap of trickery (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +5 Fatigue: +5% Changes stats: +5 Dex / +10 Wil / +5 Cun Changes resistances: +12% blight Mental save: +13 (+1 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level. impenetrable dwarven-steel mail armour of cold resistance (3 def, 22 armour)impenetrable dwarven-steel mail armour of cold resistance (3 def, 22 armour) Requires: - Strength 28 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +22 Defense: +3 (+0 eff.) Fatigue: +16% Changes resistances: +21% cold A suit of armour made of mail. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% A suit of armour made of mail. |
Death's Embrace (18 def, 18 armour) Death's Embrace (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+3 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+1 eff.) Healing mod.: -15% It can be used to turn yourself invisible (power 47, based on Cunning and Magic) for 10 turns, costing 28 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
drakeskin leather armour 'Glalranor' (13 def, 8 armour) drakeskin leather armour 'Glalranor' (13 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +2 Physical power: +6 (+0 eff.) Armour: +8 Defense: +13 (+2 eff.) Fatigue: +2% Damage (Melee): 8 darkness Damage (Ranged): 10 darkness Changes stats: +7 Str / +8 Dex Changes resistances: +23% darkness / +26% temporal Changes damage: +9% physical Physical save: +15 (+2 eff.) Life regen: +5.30 Stamina each turn: +2.00 Maximum stamina: +10.00 Healing mod.: +15% Defense after a teleport: +24 Resist all after a teleport: +19% New effects duration reduction after a teleport: +14% It can be used to blink to a nearby random location (rad 10), putting all charms on cooldown for 14 turns. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. searing drakeskin leather armour of the void (5 def, 8 armour)searing drakeskin leather armour of the void (5 def, 8 armour) Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Damage (Melee): 23 acid / 20 fire / 10 darkness Damage (Ranged): 10 darkness Damage when hit (Melee): 16 acid / 16 fire Changes resistances: +30% acid / +30% fire / +29% darkness / +25% temporal Defense after a teleport: +30 Resist all after a teleport: +20% New effects duration reduction after a teleport: +30% It can be used to blink to a nearby random location (rad 15), putting all charms on cooldown for 14 turns. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. fortifying voratun plate armour of resilience (9 def, 16 armour)fortifying voratun plate armour of resilience (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Changes stats: +6 Str / +7 Con Maximum life: +160.00 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. radiant voratun plate armour of implacability (9 def, 26 armour)radiant voratun plate armour of implacability (9 def, 26 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Defense: +9 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 7 light Changes stats: +5 Wil Changes resistances: +30% blight / +30% darkness Physical save: +15 (+2 eff.) Light radius: +2 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. searing voratun plate armour (9 def, 16 armour)searing voratun plate armour (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Damage (Melee): 23 acid / 21 fire Damage when hit (Melee): 13 acid / 14 fire Changes resistances: +30% acid / +30% fire A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. voratun plate armour 'Flashstoker' (9 def, 16 armour)voratun plate armour 'Flashstoker' (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Effects on melee hit: * 68% chance to corrode armour Changes resistances: +6% light / +3% darkness / +10% arcane Changes resistances penetration: +10% temporal Changes damage: +12% light / +9% temporal Spell save: +25 (+2 eff.) A suit of armour made of metal plates. |
Blackfire Aegis (8 def, 18 armour, 57-68.4 power, 235 block) Blackfire Aegis (8 def, 18 armour, 57-68.4 power, 235 block)Requires: - Strength 28 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 57.0 - 68.4 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Stunning fire Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +7.0% Block value: +235 On weapon hit: * releases a burst of dark fire, dealing damage equal to your magic stat Damage conversion: 50% darkness When wielded/worn: Armour: +18 Defense: +8 (+1 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +25% Damage when hit (Melee): 24 darkness / 24 fire Changes resistances: +20% darkness / +35% fire Talent granted: +5 Block Spellpower: +8 (+0 eff.) This rugged stone shield flickers with bursts of pitch black flame. |
This item will automatically be transmogrified when you leave the level. impervious iron shield (4 def, 8 armour, 9-10.8 power, 68.5 block)impervious iron shield (4 def, 8 armour, 9-10.8 power, 68.5 block) Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.0 - 10.8 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +68 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Changes stats: +4 Con Talent granted: +1 Block Physical save: +7 (+1 eff.) Handheld deflection devices. |
611 alchemist agate 611 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. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Flashnaught (dig speed 16 turns) Flashnaught (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +7 Physical power: +8 (+0 eff.) Damage when hit (Melee): 8 arcane Changes stats: +2 Str Changes resistances: +12% blight Changes resistances penetration: +5% arcane / +10% fire Changes damage: +12% fire Critical mult.: +16.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level. voratun pickaxe of quickening (dig speed 19 turns)voratun pickaxe of quickening (dig speed 19 turns) Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald 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. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
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 Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
bloodstone 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. |
fire opal 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. |
ruby 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 (3/3) Rod of Recall (3/3)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 114 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. hateful voratun torque of kinetic psionic shield [power 173] (12 cooldown)hateful voratun torque of kinetic psionic shield [power 173] (12 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 173 for 7 turns, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 12 hate. Torques are made by powerful psionics to store psionic powers. |
telekinetic voratun torque of psychoportation [power 63] (17 cooldown) telekinetic voratun torque of psychoportation [power 63] (17 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +5 Telekinetic Blast It can be used to teleport randomly (rad 63), putting all charms on cooldown for 17 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. webbed dragonbone totem of cure ailments [power 5] (6 cooldown)webbed dragonbone totem of cure ailments [power 5] (6 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Talent granted: +5 Lay Web It can be used to remove up to 5 poisons or diseases from a target within range 10 (based on Willpower), putting all charms on cooldown for 6 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. Naturewake [power 125] (9 cooldown)Naturewake [power 125] (9 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +2 Wil / +1 Con Changes resistances penetration: +10% arcane Changes damage: +18% blight / +6% nature Talent granted: +5 Strike Reduces incoming crit damage: 5.00% Spell save: +6 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +40.00 Infravision radius: +2 It can be used to disarm traps (125 bonus disarm power, based on Magic) along a range 4 line, putting all charms on cooldown for 9 turns. 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. |
3 diamond 3 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. |
5 pearl 5 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. |
quartz 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. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
ametrine 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In a selfless act, High Sun Paladin Aeryn sacrificed herself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By death19 the Superhuman Berserker level 50
73rd Dusk 122nd year of Ascendancy at 06:15 see stats
By death19 the Superhuman Berserker level 50
2nd Flare 122nd year of Ascendancy at 07:41 see stats
By death19 the Superhuman Berserker level 50
21st Haze 122nd year of Ascendancy at 21:05 see stats
By death19 the Superhuman Berserker level 50
18th Haze 122nd year of Ascendancy at 04:56 see stats
By death19 the Superhuman Berserker level 9
74th Pyre 122nd year of Ascendancy at 11:03 see stats
By death19 the Superhuman Berserker level 50
18th Haze 122nd year of Ascendancy at 03:19 see stats
By death19 the Superhuman Berserker level 10
74th Pyre 122nd year of Ascendancy at 11:03 see stats
By death19 the Superhuman Berserker level 20
2nd Flare 122nd year of Ascendancy at 02:30 see stats
By death19 the Superhuman Berserker level 30
2nd Flare 122nd year of Ascendancy at 03:13 see stats
By death19 the Superhuman Berserker level 40
2nd Flare 122nd year of Ascendancy at 04:33 see stats
By death19 the Superhuman Berserker level 50
2nd Flare 122nd year of Ascendancy at 05:33 see stats
By death19 the Superhuman Berserker level 50
69th Haze 122nd year of Ascendancy at 19:11 see stats
By death19 the Superhuman Berserker level 50
69th Haze 122nd year of Ascendancy at 16:08 see stats
By death19 the Superhuman Berserker level 36
2nd Flare 122nd year of Ascendancy at 04:14 see stats
By death19 the Superhuman Berserker level 32
2nd Flare 122nd year of Ascendancy at 03:51 see stats
By death19 the Superhuman Berserker level 50
18th Haze 122nd year of Ascendancy at 05:02 see stats
By death19 the Superhuman Berserker level 50
4th Allure 123rd year of Ascendancy at 02:50 see stats
By death19 the Superhuman Berserker level 50
4th Allure 123rd year of Ascendancy at 02:50 see stats
By death19 the Superhuman Berserker level 50
18th Haze 122nd year of Ascendancy at 02:24 see stats
By death19 the Superhuman Berserker level 4
74th Pyre 122nd year of Ascendancy at 11:02 see stats
By death19 the Superhuman Berserker level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By death19 the Superhuman Berserker level 50
2nd Flare 122nd year of Ascendancy at 06:23 see stats
Log
Death19 deactivates Onslaught.
Death19 is less impervious to physical effects.
Death19 deactivates Precise Strikes.
Death19 deactivates Elemental Harmony.
Death19 deactivates Exploit Weakness.
Death19 deactivates Shattering Impact.
Death19 no longer revels in blood quite so much.
Death19 deactivates Berserker Rage.
Death19 deactivates Never Stop Running.
Death19 deactivates Daunting Presence.