Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
Addons | Hulk! 1.4.4 No More Rare Monsters 1.2.5Get rid of those constant one-shot encounters. Elites and Bosses untouched. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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:
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. 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: 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. Improved Auto-explore and Rest 1.4.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Items Vault 1.4.8Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Exploration |
Sex | Female |
Race | Hulk |
Class | Bulwark |
Level / Exp | 30 / 41% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 1034 (base 15) |
Dexterity | 1045 (base 12) |
Constitution | 1016 (base 12) |
Magic | 1029 (base 10) |
Willpower | 1026 (base 10) |
Cunning | 1043 (base 10) |
Resources
Life | 439248/439248 |
Stamina | 2717/2717 |
Equilibrium | 0 |
Healing Factor | 1.44 |
Regeneration | 14416.128 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +200% |
Vision
Sight | 10 |
Lite | -1 |
Infravision | 11 |
See Invisible | 10 |
Offense: Mainhand
Damage | 960 |
Accuracy | 233 |
Crit Chance | 650% |
APR | 13 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 195 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 203 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
All | +7% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 82.968867207732 (63.098591549296%) |
Defense | 175 |
Ranged Defense | 175 |
Fatigue | 27 |
Physical Save | 180 |
Spell Save | 181 |
Mental Save | 183 |
Defense: Resistances
All | + 16%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Blind Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 24% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 1 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 9999 damage for 999 turns. |
Class Talents
Cunning / Tactical | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
talent | Shield Wall |
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 successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Strength by +2. | done |
You failed to protect the lost sun paladin from death by forest wight. Escort: lost sun paladin (level 6 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by skeleton magus. Escort: lost sun paladin (level 7 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Lisyba the multi-hued drake. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost warrior from death by fiery orc wyrmic. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the repented thief from death by brown bear. Escort: repented thief (level 3 of Trollmire) | failed |
You failed to protect the worried loremaster from death by barrow wight. Escort: worried loremaster (level 8 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. | 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. | active |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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 Possessed. | 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. | 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 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. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
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. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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 | pair of drakeskin leather boots 'Shadeedge' (19 def, 5 armour) pair of drakeskin leather boots 'Shadeedge' (19 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +19 (+2 eff.) Fatigue: +5% Effects on melee hit: * 45% chance to inflict damage reduction Changes stats: +14 Lck / +8 Dex Changes resistances: +6% blight / +9% temporal / +3% darkness Changes damage: +18% temporal Stealth bonus: +15 Life regen: +4.40 Healing mod.: +26% It can be used to activate talent Evasion, 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: Your quick wit allows you to see attacks before they land, granting you a 48% chance to completely evade them and granting you 161 defense for 26 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
Quiver | Salebrevea (20/20, 38-45.6 power, 3 apr) Salebrevea (20/20, 38-45.6 power, 3 apr)Requires: - Dexterity 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 3 Base power: 38.0 - 45.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +6.0% Capacity: 20 Turns elapse between self-loadings: 0 On weapon hit: * 25% chance to put talents on cooldown Travel speed: +100% Damage (Ranged): +12 physical When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. |
Light source | Hellsjam the alchemist's lamp Hellsjam the alchemist's lampInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 20 acid Changes stats: +6 Cun Changes damage: +6% acid / +6% fire Physical save: +8 (+1 eff.) Mental save: +6 (+0 eff.) Mindpower: +7 (+1 eff.) Mental crit. chance: +7% Light radius: -7 Infravision radius: +7 Healing mod.: +18% A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | dwarven-steel helm 'Poletta' (7 def, 4 armour) dwarven-steel helm 'Poletta' (7 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +4 Defense: +7 (+0 eff.) Fatigue: +4% Effects when hit in melee: * 11% chance to gain 10% of a turn Changes stats: +7 Str / +7 Dex / +4 Cun Changes resistances: +6% mind / +6% darkness Reduces incoming crit damage: 5.00% Confusion immunity: +5% Knockback immunity: +5% Stamina when hit: +1.80 Equilibrium when hit: +1.90 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Zeryvon the Stormnaught [power 4] (10 cooldown) Zeryvon the Stormnaught [power 4] (10 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes resistances: +6% acid / +3% light / +3% cold / +6% nature / +3% lightning Changes resistances penetration: +10% acid Changes damage: +3% acid / +15% lightning Talents granted: +5 Rushing Claws +5 Lay Web Spell save: +3 (+0 eff.) It can be used to remove up to 4 poisons or diseases from a target within range 22 (based on Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 12 stamina. Natural totems are made by powerful wilders to store nature power. |
On fingers | Exiler ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+1 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 318.44 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 2 turn(s), costing 32 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
On fingers | Morningtouch the voratun ring Morningtouch the voratun ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 14 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 16 bleed Changes stats: +6 Cun Changes resistances: +3% cold / +1% physical / +9% light / +40% fire Changes resistances penetration: +15% light Changes damage: +3% light / +20% fire Maximum encumbrance: +37 Spell save: +6 (+0 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +12.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.6 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 150% weapon damage. If the attack hits, the target will bleed for 287% weapon damage over 7 turns, and all healing will be reduced by 34%. Rings can have magical properties. |
Around waist | Zubavea the drakeskin leather belt Zubavea the drakeskin leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Changes stats: +9 Mag / +7 Wil Changes damage: +6% temporal Critical mult.: +11.00% Mental save: +15 (+1 eff.) Spellpower: +7 (+0 eff.) Spell crit. chance: +5% Infravision radius: +3 A belt that goes around your waist. |
In main hand | Xerygarin the voratun mace (47.5-66.5 power, 6 apr) Xerygarin the voratun mace (47.5-66.5 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 47.5 - 66.5 Uses stat: 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: Accuracy: +4 (+0 eff.) Physical crit. chance: +26.0% Physical power: +27 (+3 eff.) Changes stats: +3 Dex Changes resistances: +9% all Changes resistances penetration: +15% nature Life regen: +0.40 Stamina each turn: +0.20 Only die when reaching: -20.00 life Maximum life: +20.00 Maximum stamina: +20.00 Blunt and deadly. |
On hands | Falogarach (0 def, 6 armour) Falogarach (0 def, 6 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +15 (+1 eff.) Armour penetration: +7 Armour: +6 Effects on melee hit: * 40 arcane resource burn Changes stats: +7 Cun / +5 Dex Changes resistances: +3% lightning / +6% cold / +6% darkness Spell save: +3 (+0 eff.) Mental save: +6 (+0 eff.) Maximum life: +40.00 Infravision radius: +1 It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 107 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
In off hand | reinforced dwarven-steel shield of cold resistance (+17%) (8 def, 8 armour, 29-34.8 power, 111 block) reinforced dwarven-steel shield of cold resistance (+17%) (8 def, 8 armour, 29-34.8 power, 111 block)Requires: - Strength 24 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 29.0 - 34.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +111 When wielded/worn: Armour: +8 Defense: +8 (+0 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +12% Changes resistances: +17% cold Talent granted: +3 Block Handheld deflection devices. |
Main armor | Rainstreak the voratun mail armour (5 def, 16 armour) Rainstreak the voratun mail armour (5 def, 16 armour)Requires: - Strength 48 - Talent Armour Training Infused by nature 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +16 Defense: +5 (+0 eff.) Fatigue: +16% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 13 light / 8 nature Changes stats: +5 Wil Changes resistances: +14% acid / +16% darkness / +28% blight / +15% cold / +5% arcane / +6% light Changes damage: +6% nature Allows you to breathe in: water Life regen: +7.40 Stamina each turn: +2.50 Light radius: +5 A suit of armour made of mail. |
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 (+1 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 60 power out of 60/60. The evilness of undeath radiates from 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: 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 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. |
regeneration infusion of the psychic (heal 3610 over 5 turns) regeneration infusion of the psychic (heal 3610 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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 3610 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
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. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Mirror Shards Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 2208 strength, based on Magic) for 5 turns, costing 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
This item will automatically be transmogrified when you leave the level. warrior's voratun ring of the mind (+20%)warrior's voratun ring of the mind (+20%) Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +20 Changes stats: +10 Str Changes resistances: +20% mind Changes damage: +20% mind Rings can have magical properties. |
hateful dwarven-steel battleaxe of purging (32-48 power, 2 apr) hateful dwarven-steel battleaxe of purging (32-48 power, 2 apr)Requires: - Strength 24 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 32.0 - 48.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +16 nature / +16 darkness Damage against: +14% Living Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. quick voratun battleaxe of massacre (80-120 power, 4 apr)quick voratun battleaxe of massacre (80-120 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 80.0 - 120.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 111% When wielded/worn: Accuracy: +19 (+2 eff.) Changes stats: +10 Dex Massive two-handed battleaxes. |
stralite battleaxe 'Glareworth' (55-82.5 power, 3 apr) stralite battleaxe 'Glareworth' (55-82.5 power, 3 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 55.0 - 82.5 Uses stat: 120% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% When wielded/worn: Accuracy: +16 (+1 eff.) Armour penetration: +12 Physical crit. chance: +12.0% Changes stats: +5 Str Changes resistances penetration: +10% light Changes damage: +9% light / +13% physical Critical mult.: +17.00% Reduces incoming crit damage: 15.00% Stamina when hit: +2.00 Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. thought-forged voratun battleaxe of vileness (56.5-84.75 power, 4 apr)thought-forged voratun battleaxe of vileness (56.5-84.75 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.5 - 84.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 42% chance to disease * 45% chance to cause random gloom Damage (Melee): +42 blight / +35 mind When wielded/worn: Changes stats: +10 Cun / +10 Wil Massive two-handed battleaxes. |
Fogquill (88-132 power, 4 apr) Fogquill (88-132 power, 4 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 88.0 - 132.0 Uses stat: 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: * Slows global speed by 28% Damage (Melee): +59 insidious poison When wielded/worn: Damage when hit (Melee): 4 darkness Changes stats: +4 Str / +2 Con Changes resistances: +6% darkness Light radius: +2 Infravision radius: +2 Massive two-handed mauls. |
Strikevortex (47.5-76 power, 3 apr) Strikevortex (47.5-76 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 47.5 - 76.0 Uses stat: 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 crit: * wounds the target reducing their healing * splashes the target with acid Damage (Melee): +19 acid / +16 light / +4 lightning Damage against: +20% Undead When wielded/worn: Physical crit. chance: +13.0% Physical power: +13 (+1 eff.) Defense: +2 (+0 eff.) Ranged Defense: +2 (+1 eff.) Changes resistances: +3% acid / +2% physical / +3% light Massive two-handed swords. |
Harintir the Obsidianstun (42-58.8 power, 6 apr) Harintir the Obsidianstun (42-58.8 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stat: 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: * 20% chance to inflict damage reduction On weapon crit: * cripple the target Damage (Melee): +4 blight / +16 mind Burst (radius 1) on hit: +4 darkness Burst (radius 2) on crit: +16 ice When wielded/worn: Physical crit. chance: +15.0% Armour: +13 Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 8 darkness Changes resistances: +6% darkness Changes resistances penetration: +20% darkness / +13% cold Changes damage: +9% darkness It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Sharp, long, and deadly. |
dwarven-steel longsword 'Duskbrace' (32.5-45.5 power, 10 apr) dwarven-steel longsword 'Duskbrace' (32.5-45.5 power, 10 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Base power: 32.5 - 45.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +3.5% Attack speed: 100% Damage Shield penetration (this weapon only): +23% When wielded/worn: Armour penetration: +7 Physical crit. chance: +8.0% Changes stats: +1 Dex / +2 Wil / +2 Cun Changes resistances: +6% darkness Critical mult.: +15.00% Infravision radius: +3 Sharp, long, and deadly. |
iron longsword (11-15.4 power, 2 apr) iron longsword (11-15.4 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
stralite mace 'Dryrek' (37-51.8 power, 5 apr) stralite mace 'Dryrek' (37-51.8 power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 37.0 - 51.8 Uses stat: 100% Str Damage type: Temporal Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% On weapon crit: * wounds the target reducing their healing Damage (Melee): +8 darkness Burst (radius 2) on crit: +8 fire Damage against: +11% Living When wielded/worn: Physical crit. chance: +11.0% Physical power: +9 (+1 eff.) Changes stats: +4 Cun / +1 Wil Changes resistances penetration: +9% fire Mindpower: +2 (+1 eff.) Global speed: +2% Heals friendly targets nearby when you use a nature summon: +20 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. living mindstar (16.5-18.15 power, 40 apr, mind damage)living mindstar (16.5-18.15 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. dragonbone vilestaff of protection (30-36 power, 6 apr, darkness element)dragonbone vilestaff of protection (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% darkness Changes damage: +30% darkness 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. voratun waraxe of corruption (38-53.2 power, 6 apr)voratun waraxe of corruption (38-53.2 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 38.0 - 53.2 Uses stat: 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 inflict damage reduction * 20% chance to curse the target One-handed war axes. |
focusing cashmere robe of light (+18%) (2 def, 0 armour) focusing cashmere robe of light (+18%) (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +5 Mag / +6 Wil Changes resistances: +18% light Changes damage: +12% light Mana each turn: +0.16 Psi each turn: +0.15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of drakeskin leather boots 'Sunbrawn' (0 def, 5 armour) pair of drakeskin leather boots 'Sunbrawn' (0 def, 5 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 10% chance to gain 10% of a turn Changes stats: +5 Mag / +5 Wil Changes resistances: +15% temporal Changes resistances penetration: +5% arcane Changes damage: +3% blight Physical save: +10 (+1 eff.) Spell save: +11 (+1 eff.) Mental save: +10 (+1 eff.) Mana each turn: +0.33 Maximum mana: +58.00 Spellpower: +5 (+0 eff.) Spell crit. chance: +5% Light radius: +2 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of voratun boots of tirelessness (0 def, 5 armour)pair of voratun boots of tirelessness (0 def, 5 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Stamina each turn: +1.10 Maximum stamina: +25.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves 'Durygablek' (0 def, 2 armour) hardened leather gloves 'Durygablek' (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 15% chance to corrode armour * 20% chance to gain 10% of a turn Damage (Melee): 11 blight Changes stats: +4 Mag Changes resistances: +7% blight Changes resistances penetration: +10% temporal Changes damage: +6% blight / +3% temporal / +5% arcane Mana each turn: +0.20 Spellpower: +8 (+0 eff.) Spell crit. chance: +5% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. temporal voratun gauntlets of the juggernaut (0 def, 3 armour)temporal voratun gauntlets of the juggernaut (0 def, 3 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 17 temporal Damage (Ranged): 7 temporal Changes stats: +6 Con Changes resistances: +15% temporal Changes damage: +11% temporal Physical save: +30 (+3 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Disarm immunity: +43% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.9 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 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
grounding cashmere wizard hat of the sentry (2 def, 0 armour) grounding cashmere wizard hat of the sentry (2 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +6% lightning / +8% temporal Infravision radius: +5 See stealth: +7 See invisible: +9 Activating this item is instant. It can be used to activate talent Circle of Warding, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 177%, and attempts to push all creatures other then yourself out of its radius, inflicting 38.85 light damage and 37.79 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. voratun helm of trickery (0 def, 5 armour)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: +8 Armour: +5 Fatigue: +5% Changes stats: +5 Cun / +4 Dex A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Yaryrab (4 def, 8 armour) Yaryrab (4 def, 8 armour)Requires: - Strength 38 - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+0 eff.) Fatigue: +16% Damage (Melee): 10 acid / 12 fire Damage when hit (Melee): 12 acid / 12 fire / 18 physical Changes stats: +1 Mag / +1 Wil / +3 Con Changes resistances: +20% acid / +21% fire / +7% mind Reduces incoming crit damage: 10.00% Mental save: +18 (+1 eff.) 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. |
This item will automatically be transmogrified when you leave the level. drakeskin leather armour of natural resilience (5 def, 8 armour)drakeskin leather armour of natural resilience (5 def, 8 armour) Requires: - Strength 20 Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+0 eff.) Fatigue: +8% Changes resistances: +20% nature / +20% blight Reduced damage from: +9% Unnatural A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. radiant voratun plate armour (9 def, 16 armour)radiant voratun plate armour (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+1 eff.) Fatigue: +26% Damage when hit (Melee): 12 light Changes stats: +6 Wil Changes resistances: +24% blight / +25% darkness Light radius: +2 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. corrosive voratun shield (12 def, 3 armour, 67.5-81 power, 217.5 block)corrosive voratun shield (12 def, 3 armour, 67.5-81 power, 217.5 block) Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 67.5 - 81.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +218 Damage (Melee): +15 acid When wielded/worn: Armour: +3 Defense: +12 (+1 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Effects when hit in melee: * 20% chance to corrode armour Changes stats: +6 Con Changes resistances: +19% acid Talent granted: +5 Block Handheld deflection devices. |
iron shield (4 def, 2 armour, 9-10.8 power, 18 block) iron shield (4 def, 2 armour, 9-10.8 power, 18 block)Requires: - Strength 11 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.0 - 10.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +18 When wielded/worn: Armour: +2 Defense: +4 (+0 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. insidious quiver of dragonbone arrows (24/24, 53.5-74.9 power, 18 apr)insidious quiver of dragonbone arrows (24/24, 53.5-74.9 power, 18 apr) Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 53.5 - 74.9 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 24 Damage (Ranged): +41 insidious poison Arrows are used with bows to pierce your foes to death. |
3 agate 3 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. |
264 alchemist agate 264 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 onyx 2 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. |
2 aquamarine 2 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. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal 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. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+0 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+0 eff.) When used to imbue an object: Defense: +8 (+0 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald 2 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. |
2 spinel 2 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. |
turquoise 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. |
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. |
This item will automatically be transmogrified when you leave the level. bright dwarven lantern of claritybright dwarven lantern of clarity Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Mental save: +15 (+1 eff.) Light radius: +9 See stealth: +18 See invisible: +18 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
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 10 power out of 22/30. 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. |
4 bloodstone 4 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal 3 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 garnet 2 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. |
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 (1/1) =ROD OF RECALL= Rod of Recall (1/1) =ROD OF RECALL=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. |
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. |
Flareweeper the pouch of stralite shots (19/19, 61.5-73.8 power, 13 apr) Flareweeper the pouch of stralite shots (19/19, 61.5-73.8 power, 13 apr)Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Base power: 61.5 - 73.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Physical crit. chance: +9.5% Capacity: 19 Travel speed: +200% Damage (Ranged): +12 darkness / +8 fire Burst (radius 1) on hit: +16 fire Burst (radius 2) on crit: +4 fire Damage against: +15% Living Shots are used with slings to pummel your foes to death. |
dwarven-steel torque of mindblast [power 165] (6 cooldown) dwarven-steel torque of mindblast [power 165] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to fire a blast of psionic energies in a range 22 beam dealing 88.28 to 176.55 mind damage, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
amethyst 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. |
Teblek [power 11] (7 cooldown) Teblek [power 11] (7 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 4 physical Changes stats: +1 Dex Changes resistances: +6% blight Talent cooldown: Void Blast (+6 turn) Talent granted: +3 Void Blast Stamina each turn: +0.20 Healing mod.: +15% It can be used to reveal the area around you, dispelling darkness (radius 11, power 247 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 7 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Yaryrath [power 301] (10 cooldown) Yaryrath [power 301] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Damage when hit (Melee): 4 arcane Maximum wards: +6 lightning / +6 temporal / +7 blight / +6 fire / +7 cold Changes resistances penetration: +5% arcane Talent cooldown: Void Blast (+6 turn) Talents granted: +3 Void Blast +2 Ward Spell save: +25 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +4 It can be used to fire a bolt of a random element with (base) damage 150 to 301, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
4 diamond 4 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. |
4 moonstone 4 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+1 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) 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. |
5 quartz 5 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. |
2 amber 2 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.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By peter mcfeeter the Hulk Bulwark level 11
2nd Dusk 122nd year of Ascendancy at 14:39 see stats
By peter mcfeeter the Hulk Bulwark level 11
9th Flare 122nd year of Ascendancy at 07:50 see stats
By peter mcfeeter the Hulk Bulwark level 13
38th Pyre 123rd year of Ascendancy at 16:03 see stats
By peter mcfeeter the Hulk Bulwark level 12
64th Regrowth 123rd year of Ascendancy at 18:15 see stats
By peter mcfeeter the Hulk Bulwark level 30
58th Dusk 123rd year of Ascendancy at 18:05 see stats
By peter mcfeeter the Hulk Bulwark level 17
23rd Dusk 123rd year of Ascendancy at 01:30 see stats
By peter mcfeeter the Hulk Bulwark level 14
2nd Flare 123rd year of Ascendancy at 08:40 see stats
By peter mcfeeter the Hulk Bulwark level 20
53rd Dusk 123rd year of Ascendancy at 21:45 see stats
By peter mcfeeter the Hulk Bulwark level 10
8th Flare 122nd year of Ascendancy at 16:20 see stats
By peter mcfeeter the Hulk Bulwark level 20
52nd Dusk 123rd year of Ascendancy at 04:56 see stats
By peter mcfeeter the Hulk Bulwark level 30
58th Dusk 123rd year of Ascendancy at 18:05 see stats
By peter mcfeeter the Hulk Bulwark level 18
23rd Dusk 123rd year of Ascendancy at 20:02 see stats
By peter mcfeeter the Hulk Bulwark level 19
36th Dusk 123rd year of Ascendancy at 22:00 see stats
By peter mcfeeter the Hulk Bulwark level 7
7th Flare 122nd year of Ascendancy at 02:45 see stats
By peter mcfeeter the Hulk Bulwark level 2
74th Pyre 122nd year of Ascendancy at 11:02 see stats
By peter mcfeeter the Hulk Bulwark level 13
64th Regrowth 123rd year of Ascendancy at 19:08 see stats
By peter mcfeeter the Hulk Bulwark level 27
58th Dusk 123rd year of Ascendancy at 18:05 see stats
By peter mcfeeter the Hulk Bulwark level 4
77th Pyre 122nd year of Ascendancy at 20:45 see stats
By peter mcfeeter the Hulk Bulwark level 19
36th Dusk 123rd year of Ascendancy at 12:15 see stats
By peter mcfeeter the Hulk Bulwark level 18
24th Dusk 123rd year of Ascendancy at 02:06 see stats
By peter mcfeeter the Hulk Bulwark level 12
64th Regrowth 123rd year of Ascendancy at 10:41 see stats
By peter mcfeeter the Hulk Bulwark level 9
8th Flare 122nd year of Ascendancy at 16:20 see stats
Log
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
New Achievement: Tactical master (Exploration mode)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Welcome to level 28 [Peter mcfeeter].
Peter mcfeeter has 82 stat point(s), 1031 class talent point(s), 1023 generic talent point(s), 101 category point(s), 50 prodigies point(s) to spend. Press p to use them.
Welcome to level 29 [Peter mcfeeter].
Peter mcfeeter has 85 stat point(s), 1032 class talent point(s), 1024 generic talent point(s), 101 category point(s), 50 prodigies point(s) to spend. Press p to use them.
Welcome to level 30 [Peter mcfeeter].
Peter mcfeeter has 88 stat point(s), 1034 class talent point(s), 1024 generic talent point(s), 101 category point(s), 51 prodigies point(s) to spend. Press p to use them.
New Achievement: Level 30 (Exploration mode)!
Peter mcfeeter stops burning.
Elandar hits peter mcfeeter for 48 darkness damage.
peter mcfeeter hits Elandar for 1092 physical damage.
peter mcfeeter killed Elandar!
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: Evil denied (Exploration mode)!
Option unlocked: New game difficulty mode: Madness
Saving game...
Saving done.
Ghoul's purging blight area effect hits peter mcfeeter for 41 blight damage.
Ran for 2 turns (stop reason: interesting terrain).
Ran for 2 turns (stop reason: interesting terrain).
There is no portal to activate here.
Peter mcfeeter deactivates Shield Wall.