










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Archmage |
| Level / Exp | 50 / 4116% |
| Size | medium |
| Lifes / Deaths | Killed by Glorotta the eternal bone giant at level 27 on the 77th Haze 122nd year of Ascendancy at 12:26 0 / 7Killed by Betymira the losselhing at level 31 on the 18th Regrowth 123rd year of Ascendancy at 00:53 Killed by champion of Urh'Rok at level 31 on the 19th Regrowth 123rd year of Ascendancy at 08:33 Killed by daelach at level 47 on the 47th Dusk 123rd year of Ascendancy at 14:10 Killed by Quinn at level 50 on the 51st Pyre 124th year of Ascendancy at 00:36 Killed by Xaniwyn the skeleton warrior at level 50 on the 56th Pyre 124th year of Ascendancy at 07:21 Killed by war hound at level 50 on the 56th Pyre 124th year of Ascendancy at 09:30 |
Primary Stats
| Strength | 38 (base 18) |
| Dexterity | 42 (base 15) |
| Constitution | 55 (base 33) |
| Magic | 105 (base 60) |
| Willpower | 95 (base 60) |
| Cunning | 93 (base 62) |
Resources
| Life | 864/864 |
| Mana | 521/521 |
| Psi | 185/185 |
| Vim | 321/321 |
| Healing Factor | 1.5799999999999 |
| Regeneration | 5.1349999999997 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +46.20512205326% |
| Spell | 0% |
| Global | +156.16921969587% |
Vision
| Sight | 10 |
| Lite | 21 |
| Infravision | 6 |
| See Stealth | 61.620154089485 |
| See Invisible | 100.24913657597 |
| ESP Range | 10 |
| ESP Kinds | demon/major, demon/minor, animal/canine |
Offense: Mainhand
| Damage | 109 |
| Accuracy | 47 |
| Crit Chance | 30% |
| APR | 91 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 87 |
| Crit Chance | 86% |
| Speed | 1 |
Offense: Mind
| Mindpower | 54 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +123% |
| Light | +27% |
| Physical | +18% |
| Cold | +78% |
| Arcane | +89% |
| Fire | +78% |
| All | +14% |
Offense: Damage Penetration
| Lightning | +86% |
| Fire | +30% |
| Arcane | +40% |
| Cold | +30% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 29 (30%) |
| Defense | 37 |
| Ranged Defense | 52 |
| Fatigue | 2 |
| Physical Save | 40 |
| Spell Save | 76 |
| Mental Save | 70 |
Defense: Resistances
| Acid | + 53%( 70%) |
| Blight | + 53%( 70%) |
| Arcane | + 51%( 70%) |
| Cold | + 43%( 70%) |
| All | + 22%( 70%) |
| Darkness | + 61%( 70%) |
| Light | + 42%( 70%) |
| Temporal | + 27%( 70%) |
| Lightning | + 67%( 70%) |
| Physical | + 24%( 70%) |
| Fire | + 63%( 70%) |
| Nature | + 36%( 70%) |
Defense: Immunities
| Silence Resistance | 67% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 39% |
| Stun Resistance | 100% |
| Pinning Resistance | 100% |
| Poison Resistance | 0% |
| Blind Resistance | 100% |
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 26% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 625 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1352% for 10 turns and instantly restoring 68 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. |
Class Talents
| Spell / Meta | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Storm | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Arcane | 1.40 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Celestial / Chants | 0.80 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Divination | 1.30 |
| 4/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Hexes | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Hurricane |
| talent | Keen Senses |
| talent | Arcane Shield |
| talent | Chant of Resistance |
| talent | Thunderstorm |
| talent | Tempest |
| talent | Feather Wind |
| talent | Essence of Speed |
| talent | Shielding |
| talent | Arcane Power |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +2. | done |
You failed to protect the lost anorithil from death by Quinn. Escort: lost anorithil (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Borfast the Broken. Escort: temporal explorer (level 1 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. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
Wake up and kill the dreaming horror boss 'Emelomiwyn the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 92)You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 77)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 83)You completed the challenge and received: Random Artifact: Breezeriver (129% power, 5 apr, fire element) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 97)You completed the challenge and received: Random Artifact: Cobraviper (0 def, 1 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 99) | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 90)You completed the challenge and received: Random Artifact: Searmarrow (136% power, 6 apr, fire element) | done |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 102)Turns left: 0 You completed the challenge and received: Random Artifact: Duskhash (136% power, 6 apr, darkness element) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 103)You completed the challenge and received: Random Artifact: Darkvault (15 def, 27 armour) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 94)You completed the challenge and received: +1 Category Point and +1 Class Point | done |
Leave the level in less than 168 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (168) (Level 85)Turns left: 73 You completed the challenge and received: +3 Stat Points | done |
Leave the level in less than 174 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (174) (Level 87)Turns left: 88 You completed the challenge and received: Random Artifact: Brightwither (18/18, 138% power, 3 apr) | done |
Leave the level in less than 177 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (177) (Level 82)Turns left: 105 You completed the challenge and received: +1 Generic Point | done |
Leave the level in less than 210 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (210) (Level 81)Turns left: 78 You completed the challenge and received: +3 Stat Points | done |
Leave the level in less than 306 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (306) (Level 96)Turns left: 125 You completed the challenge and received: Random Artifact: Jetprophet (23/23, 168% power, 6 apr) | done |
Leave the level in less than 78 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (78) (Level 84)Turns left: 43 You completed the challenge and received: +1 Class Point | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | 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 Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1077. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Boots of the Hunter (2 def, 12 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+4 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
| Quiver | Aerulle the Bloomriver (59/59, 184% power, 35 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 185% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Acid Accuracy bonus: +0.2% crit / acc Armour Penetration: +35 Crit. chance: +26.0% Capacity: 59 Turns elapse between self-loadings: 0 On weapon hit: * Slows global speed by 52% * 40% chance to corrode armour by 30% On weapon crit: * cripple the target Damage (Ranged): +20 nature Burst (radius 1) on hit: +12 acid / +38 fire / +4 arcane Arrows are used with bows to pierce your foes to death. |
| Light source | ChalachakPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Defense: +10 (+4 eff.) Ranged Defense: +10 (+4 eff.) Changes resistances: +15% darkness / +2% physical Changes damage: +13% light Damage affinity(heal): +5% light Mental save: +15 (+4 eff.) Blindness immunity: +50% Confusion immunity: +29% Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +6 (+1 eff.) Light radius: +17 See stealth: +40 See invisible: +50 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 2.7 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 40 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | The Black Crown (0 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Wil / +10 Con Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demonic pact +0.20 Corruption / Demon seeds Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
| Tool | Thunderwarden [power 173] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 16 mind / 12 lightning Changes stats: +5 Mag / +3 Wil / +5 Con Changes damage: +15% lightning Grants telepathy: Demon/Minor Demon/Major Talent cooldown: Silence (-1 turn) Talent granted: +5 Silence Mental save: +30 (+7 eff.) It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 173 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Windborne Azurite ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Rings can have magical properties. |
| On fingers | Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+2 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 5.6 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 505.77 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
| Around waist | Lightning CatcherInfused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: +5% Changes resistances: +30% lightning Stun/Freeze immunity: +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
| In main hand | Awakened Staff of Absorption (172% power, 60 apr, lightning element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 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 (+9 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 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
| On hands | Fist of the Destroyer (8 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +9 Str / +9 Mag / +3 Cun Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 Increases all damage by 4% of current vim Current Bonus: 13% It can be used to activate talent Darkfire (costing 12 power out of 12/12) : Effective talent level: 6.0 Power cost: 12 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 236.78 fire damage and 151.64 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
| Main armor | elven-silk robe 'Porybresethra' (5 def, 2 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +2 Defense: +5 (+3 eff.) Changes stats: +6 Mag / +7 Wil Changes resistances: +12% acid / +6% temporal Spell save: +27 (+6 eff.) Silence immunity: +37% Mana each turn: +0.40 Equilibrium when hit: +0.08 Spellpower on spell critical (stacks up to 3 times): +6 Only die when reaching: -40.00 life Maximum mana: +63.00 Maximum hate: +2.00 Spellpower: +50 (+10 eff.) Spell crit. chance: +19% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Dawncut the elven-silk cloak (13 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +9 Defense: +13 (+5 eff.) Effects on melee hit: * 35% chance to blind Changes stats: +8 Dex / +9 Cun / +2 Con Changes resistances: +20% blight / +25% fire / +25% light / +18% nature Stealth bonus: +15 Physical save: +15 (+5 eff.) Mental save: +13 (+3 eff.) Life regen: +3.00 Only die when reaching: -50.00 life Healing mod.: +28% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +10 (+2 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
Infusion of Wild Growth (Rad 5 for 10 turns)Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 80.40 physical damage and 155.34 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. 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.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: 9 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 1 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.heroism infusion (+8 for 13 turns, die at -677) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 13 turns. While Heroism is active, you will only die when reaching -677 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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.sun infusion (rad 10; power 22; turns 5; dispels darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 10 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 11). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 22) for 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Antimagic Wyrm Bile ExtractCrafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
Rune of the Rift (530.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 604.20 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 516 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 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 516 damage for 4 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. |
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. |
stralite amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 4 Amulets can have magical properties. |
voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Amundil the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes resistances: +9% blight Changes resistances penetration: +15% mind Poison immunity: +35% Disarm immunity: +47% Pinning immunity: +32% Stun/Freeze immunity: +30% Knockback immunity: +31% Only die when reaching: -80.00 life Maximum life: +27.00 Rings can have magical properties. |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+4 eff.) Fatigue: -10% Changes damage: +9% mind / +9% lightning Maximum encumbrance: +40 Spell save: +15 (+4 eff.) Stun/Freeze immunity: +50% Life regen: +4.80 Vim when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +23 (+4 eff.) Mindpower: +13 (+4 eff.) It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.arcing dwarven-steel greatsword of projection (150% power, 2 apr) Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 150% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance for lightning to arc to a second target Damage (Melee): +20 lightning Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.hateful voratun greatsword of shearing (175% power, 4 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 176% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +28 darkness Damage against: +28% Living When wielded/worn: Armour penetration: +21 Changes resistances penetration: +21% physical Changes damage: +21% physical Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.balanced dwarven-steel mace of massacre (143% power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 144% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +11 (+5 eff.) Defense: +11 (+5 eff.) Disarm immunity: +38% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.hungering mossy mindstar of flames (75% power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 It is part of a set of items. This natural fire should be returned to the wyrm. Power: 75% Range: 1.1x Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 8 fire Changes resistances: +8% fire Changes resistances penetration: +8% fire Changes damage: +6% fire Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Hate per kill: +2.00 Psi per kill: +2.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Global speed: +2% It can be used to inflict 82.99 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 20 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.runic hardened leather sling of power Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 When this weapon hits: Arcane Vortex (10% chance level 3). When wielded/worn: Changes stats: +4 Mag Changes resistances penetration: +17% physical Changes damage: +11% arcane / +16% physical Spellpower: +11 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
Cyrelemira the elven-wood magestaff (129% power, 5 apr, lightning element)Requires: - Magic 35 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +12 (+5 eff.) Effects on melee hit: * 17% chance to blind Changes resistances: +12% lightning / +12% temporal Changes damage: +25% lightning Grants telepathy: Dragon Talent granted: +1 Command Staff Disease immunity: +15% Only die when reaching: -60.00 life Maximum hate: +8.00 Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Light radius: +5 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.3 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 137.52 light damage. Staves designed for wielders of magic, by the greats of the art. |
Daimelar (136% power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 blight When wielded/worn: Armour: +6 Defense: +6 (+3 eff.) Damage when hit (Melee): 12 mind Maximum wards: +2 lightning Changes damage: +30% lightning Talents granted: +5 Ward +1 Command Staff Physical save: +23 (+7 eff.) Spell save: +21 (+5 eff.) Mental save: +19 (+5 eff.) Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +15 (+3 eff.) Spell crit. chance: +17% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Duskhash (136% 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. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to inflict 15% damage reduction Damage Shield penetration (this weapon only): +10% Burst (radius 1) on hit: +4 acid Burst (radius 2) on crit: +12 acid When wielded/worn: Physical crit. chance: +12.0% Effects on melee hit: * 15% chance to corrode armour by 30% Damage (Melee): 45 arcane Changes stats: +1 Wil Changes resistances penetration: +10% darkness / +5% acid Changes damage: +30% darkness / +3% acid Talent granted: +1 Command Staff Critical mult.: +5.00% Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +120.00 Spellpower: +24 (+4 eff.) Spell crit. chance: +20% Staves designed for wielders of magic, by the greats of the art. |
Pitchtrencher (136% power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 darkness When wielded/worn: Damage (Melee): 25 fire Changes resistances: +6% blight / +6% fire Changes resistances penetration: +10% darkness Changes damage: +30% lightning Talent granted: +1 Command Staff Critical mult.: +31.00% Mental save: +3 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +9 Spellpower: +31 (+6 eff.) Spell crit. chance: +12% See invisible: +9 It can be used to conjure elemental energy in a radius 10 cone, dealing 67.79 to 81.34 lightning damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.ash magestaff of protection (111% power, 3 apr, arcane element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +8% arcane Changes damage: +15% arcane Talent granted: +1 Command Staff Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.magewarrior's short elm vilestaff of protection (100% power, 2 apr, blight element) Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+4 eff.) Physical crit. chance: +6.0% Physical power: +7 (+2 eff.) Changes resistances: +5% blight Changes damage: +10% blight Talent granted: +1 Command Staff Critical mult.: +9.00% Spellpower: +9 (+1 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
BranilathagasInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Defense: +9 (+4 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +3 Mag / +5 Wil / +7 Con Grants telepathy: All Mental save: +14 (+3 eff.) Mindpower: +8 (+3 eff.) Healing mod.: +5% A belt that goes around your waist. |
Ulimayon the NimbusqueenCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +6 Wil Changes resistances penetration: +10% lightning / +10% mind Changes damage: +24% lightning Critical mult.: +7.00% Mental save: +30 (+7 eff.) Mindpower: +8 (+3 eff.) A belt that goes around your waist. |
The Calm (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+6 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning Changes resistances penetration: +15% lightning Changes damage: +25% lightning Spellpower: +20 (+4 eff.) Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
This item will automatically be transmogrified when you leave the level.fearwoven woollen robe of alchemy (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +14% acid / +14% physical / +14% fire / +13% cold Changes resistances penetration: +11% darkness / +11% physical Changes damage: +9% acid / +20% physical / +10% darkness / +9% fire / +9% cold Talent cooldown: Refit Golem (-4 turns) Maximum hate: +9.00 Mindpower: +7 (+2 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Beteretha the Cracklejam (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Fatigue: +1% Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 16 nature Changes resistances: +3% lightning Changes resistances penetration: +5% lightning Changes damage: +18% lightning Infravision radius: +1 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.Delatir the pair of drakeskin leather boots (0 def, 15 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +6 (+3 eff.) Physical power: +12 (+4 eff.) Armour: +15 Fatigue: +5% Damage when hit (Melee): 8 blight Changes stats: +3 Mag Changes resistances: +18% light Changes resistances penetration: +10% physical Stun/Freeze immunity: +10% Spellpower on spell critical (stacks up to 3 times): +10 Infravision radius: +3 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% A pair of boots made of leather. |
Aerilratta (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 8 mind Changes stats: +4 Mag Changes resistances: +15% lightning Changes damage: +10% lightning Maximum hate: +2.00 Light radius: +3 Heals friendly targets nearby when you use a nature summon: +20 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.augmenting cashmere wizard hat of knowledge (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +6 Cun / +6 Wil Changes damage: +11% acid / +11% lightning / +9% fire / +11% arcane / +9% cold Mindpower: +5 (+2 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.cashmere wizard hat (2 def, 0 armour) 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.Darkvault (15 def, 27 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +27 Defense: +15 (+6 eff.) Fatigue: +24% Effects on melee hit: * 15% chance to inflict 15% damage reduction * 10% chance to disease Damage when hit (Melee): 4 darkness Changes stats: +4 Cun / +1 Wil Changes resistances: +6% blight Changes resistances penetration: +10% blight Changes damage: +3% darkness / +3% arcane Critical mult.: +10.00% Spell save: +13 (+3 eff.) Mental save: +19 (+5 eff.) Mana each turn: +0.12 Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +20.00 Spellpower: +2 (+0 eff.) Damage Shield penetration: +10% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.Kindlerip the iron shield (4 def, 2 armour, 20 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Changes damage: +15% blight Grants telepathy: Dragon Talent granted: +1 Block Critical mult.: +20.00% Mental save: +9 (+2 eff.) Equilibrium when hit: +0.16 Maximum life: +51.00 Light radius: +3 Heals friendly targets nearby when you use a nature summon: +40 Damage Shield penetration: +30% Defense after a teleport: +21 Resist all after a teleport: +21% New effects duration reduction after a teleport: +21% Handheld deflection devices. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
2 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. |
755 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. |
3 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 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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Pick of Dwarven Emperors (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Pulverizing Auger (costing 30 power out of 30/30) : Effective talent level: 5.2 Power cost: 30 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 5. The beam also affect any creatures in its path, dealing 405.95 physical damage to all. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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. |
3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 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. |
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. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+2 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 663 cold damage (based on your Magic), costing 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 6 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
This item will automatically be transmogrified when you leave the level.scorching brass lantern of clarity Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 14 fire Changes resistances: +6% fire Mental save: +7 (+2 eff.) Light radius: +2 See stealth: +9 See invisible: +8 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. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 13 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Demonic 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 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. |
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)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)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)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 OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
43 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
11 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. |
13 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. |
4 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. |
2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 706.80 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification 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. |
Skull of the Rat LichPowered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+2 eff.) Spell crit. chance: +4% It can be used to raise one or two undead rats to fight beside you, costing 70 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
Porythra the Flashward [power 2] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) * 30% chance to daze at end of turn Changes resistances: +15% temporal Changes damage: +9% temporal It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
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 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
4 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. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
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. |
15 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. |
13 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
3 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. |
4 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. |
citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Quinn the Cornac Archmage level 38
13rd Pyre 123rd year of Ascendancy at 11:17 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Quinn the Cornac Archmage level 48
50th Dusk 123rd year of Ascendancy at 13:40 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Quinn the Cornac Archmage level 38
9th Pyre 123rd year of Ascendancy at 13:24 see stats
Anti-Antimagic! (Nightmare (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Quinn the Cornac Archmage level 30
8th Regrowth 123rd year of Ascendancy at 21:49 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By Quinn the Cornac Archmage level 42
46th Pyre 123rd year of Ascendancy at 03:55 see stats
Are you out of your mind?! (Nightmare (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Quinn the Cornac Archmage level 42
50th Pyre 123rd year of Ascendancy at 19:46 see stats
Atamathoned! (Nightmare (Adventure) difficulty)
Killed the giant golem Atamathon after foolishly reactivating it.By Quinn the Cornac Archmage level 50
59th Regrowth 124th year of Ascendancy at 08:05 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Quinn the Cornac Archmage level 47
38th Dusk 123rd year of Ascendancy at 01:14 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Quinn the Cornac Archmage level 40
43rd Pyre 123rd year of Ascendancy at 00:04 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Quinn the Cornac Archmage level 32
32nd Regrowth 123rd year of Ascendancy at 11:11 see stats
Can you bear it? So much bearness! (Nightmare (Adventure) difficulty)
Killed Borius in the Bearscape.By Quinn the Cornac Archmage level 33
59th Regrowth 123rd year of Ascendancy at 00:23 see stats
Clone War (Nightmare (Adventure) difficulty)
Destroyed your own Shade.By Quinn the Cornac Archmage level 44
73rd Pyre 123rd year of Ascendancy at 04:42 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Quinn the Cornac Archmage level 12
72nd Dusk 122nd year of Ascendancy at 16:40 see stats
Demonic Invasion (Nightmare (Adventure) difficulty)
Stopped a demonic invasion by closing their portal.By Quinn the Cornac Archmage level 47
47th Dusk 123rd year of Ascendancy at 17:10 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Quinn the Cornac Archmage level 39
39th Pyre 123rd year of Ascendancy at 19:50 see stats
Don't Poosh it! (Nightmare (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Quinn the Cornac Archmage level 50
58th Regrowth 124th year of Ascendancy at 17:31 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Quinn the Cornac Archmage level 35
3rd Pyre 123rd year of Ascendancy at 16:04 see stats
Evil denied (Nightmare (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Quinn the Cornac Archmage level 50
32nd Regrowth 124th year of Ascendancy at 15:03 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Quinn the Cornac Archmage level 20
41st Haze 122nd year of Ascendancy at 21:19 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Quinn the Cornac Archmage level 28
2nd Wintertide 123rd year of Ascendancy at 09:17 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Quinn the Cornac Archmage level 50
28th Regrowth 124th year of Ascendancy at 19:13 see stats
Gem of the Moon (Nightmare (Adventure) difficulty)
Completed the Master Jeweler quest with Limmir.By Quinn the Cornac Archmage level 50
3rd Decay 123rd year of Ascendancy at 03:39 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Quinn the Cornac Archmage level 38
20th Pyre 123rd year of Ascendancy at 16:59 see stats
I cleared the room of death and all I got was this lousy achievement! (Nightmare (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Quinn the Cornac Archmage level 44
51st Pyre 123rd year of Ascendancy at 17:01 see stats
Infinite x100 (Nightmare (Adventure) difficulty)
Got to level 100 of the infinite dungeon.By Quinn the Cornac Archmage level 50
55th Pyre 124th year of Ascendancy at 03:20 see stats
Infinite x80 (Nightmare (Adventure) difficulty)
Got to level 80 of the infinite dungeon.By Quinn the Cornac Archmage level 50
46th Pyre 124th year of Ascendancy at 02:42 see stats
Infinite x90 (Nightmare (Adventure) difficulty)
Got to level 90 of the infinite dungeon.By Quinn the Cornac Archmage level 50
49th Pyre 124th year of Ascendancy at 18:10 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Quinn the Cornac Archmage level 10
6th Mirth 122nd year of Ascendancy at 04:08 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Quinn the Cornac Archmage level 20
36th Haze 122nd year of Ascendancy at 09:24 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Quinn the Cornac Archmage level 30
2nd Regrowth 123rd year of Ascendancy at 18:43 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Quinn the Cornac Archmage level 40
39th Pyre 123rd year of Ascendancy at 19:50 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Quinn the Cornac Archmage level 50
8th Haze 123rd year of Ascendancy at 16:49 see stats
Matrix style! (Nightmare (Adventure) difficulty)
Finished the whole Abashed Expanse zone without being hit by a single void blast or manaworm. Dodging's fun!By Quinn the Cornac Archmage level 5
75th Pyre 122nd year of Ascendancy at 19:51 see stats
Now, this is impressive! (Nightmare (Adventure) difficulty)
Killed Linaniil, the Supreme Archmage of Angolwen.By Quinn the Cornac Archmage level 50
69th Regrowth 124th year of Ascendancy at 01:44 see stats
Orbituary (Nightmare (Adventure) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By Quinn the Cornac Archmage level 3
75th Pyre 122nd year of Ascendancy at 13:18 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Quinn the Cornac Archmage level 50
13rd Regrowth 124th year of Ascendancy at 09:35 see stats
Overpowered! (Nightmare (Adventure) difficulty)
Did over 6000 damage in one attack.By Quinn the Cornac Archmage level 50
59th Regrowth 124th year of Ascendancy at 06:17 see stats
Race through fire (Nightmare (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Quinn the Cornac Archmage level 50
2nd Allure 124th year of Ascendancy at 05:32 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Quinn the Cornac Archmage level 11
22nd Dusk 122nd year of Ascendancy at 20:36 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Quinn the Cornac Archmage level 27
71st Haze 122nd year of Ascendancy at 14:43 see stats
Shasshhiy'Kaish (Nightmare (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Quinn the Cornac Archmage level 50
44th Pyre 124th year of Ascendancy at 02:30 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Quinn the Cornac Archmage level 50
2nd Wintertide 124th year of Ascendancy at 09:44 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Quinn the Cornac Archmage level 22
62nd Haze 122nd year of Ascendancy at 19:59 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Quinn the Cornac Archmage level 40
39th Pyre 123rd year of Ascendancy at 22:47 see stats
Tactical master (Nightmare (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Quinn the Cornac Archmage level 50
32nd Regrowth 124th year of Ascendancy at 15:02 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Quinn the Cornac Archmage level 28
8th Decay 122nd year of Ascendancy at 00:16 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Quinn the Cornac Archmage level 10
7th Mirth 122nd year of Ascendancy at 20:52 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Quinn the Cornac Archmage level 50
13rd Regrowth 124th year of Ascendancy at 16:16 see stats
The Rat Lich (Nightmare (Adventure) difficulty)
Killed the terrible Rat Lich.By Quinn the Cornac Archmage level 28
1st Wintertide 123rd year of Ascendancy at 16:45 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Quinn the Cornac Archmage level 33
70th Regrowth 123rd year of Ascendancy at 02:43 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By Quinn the Cornac Archmage level 50
59th Regrowth 124th year of Ascendancy at 06:17 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Quinn the Cornac Archmage level 23
65th Haze 122nd year of Ascendancy at 03:59 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Quinn the Cornac Archmage level 45
4th Mirth 123rd year of Ascendancy at 20:48 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Quinn the Cornac Archmage level 33
70th Regrowth 123rd year of Ascendancy at 04:31 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Quinn the Cornac Archmage level 26
70th Haze 122nd year of Ascendancy at 13:43 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Quinn the Cornac Archmage level 37
9th Pyre 123rd year of Ascendancy at 01:21 see stats
Well trained (Nightmare (Adventure) difficulty)
Deal one million damage to training dummies in a single training session.By Quinn the Cornac Archmage level 48
63rd Dusk 123rd year of Ascendancy at 00:06 see stats
Log
Quinn deactivates Shielding.
Quinn deactivates Essence of Speed.
Quinn deactivates Feather Wind.
Quinn deactivates Chant of Resistance.
Quinn deactivates Arcane Shield.
Quinn deactivates Arcane Power.
Quinn deactivates Tempest.
Quinn deactivates Keen Senses.
Quinn deactivates Hurricane.
Quinn deactivates Thunderstorm.
The furious lightning storm around Quinn calms down and disappears.




























































































































































