












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Sun Paladin (Avatar of a Distant Sun) |
| Level / Exp | 50 / 2407% |
| Size | medium |
| Lifes / Deaths | Killed by Pussy Elf at level 50 on the 38th Haze 123rd year of Ascendancy at 10:16 / 1 |
Primary Stats
| Strength | 84 (base 60) |
| Dexterity | 62 (base 50) |
| Constitution | 29 (base 12) |
| Magic | 152 (base 60) |
| Willpower | 30 (base 12) |
| Cunning | 93 (base 59) |
Resources
| Life | 1129/1129 |
| Mana | 494/494 |
| Stamina | 248/327 |
| Positive | 12/197 |
| Healing Factor | 1.1524687383468 |
| Regeneration | 10.660335829708 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 11 |
| See Stealth | 85.527245065421 |
| See Invisible | 77.527245065421 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 191 |
| Accuracy | 79 |
| Crit Chance | 88% |
| APR | 41 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 87 |
| Crit Chance | 79% |
| Speed | 1 |
Offense: Mind
| Mindpower | 53 |
| Crit Chance | 38% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +48% |
| Mind | +38% |
| All | +23% |
| Lightning | +44% |
| Light | +120% |
| Temporal | +29% |
| Physical | +39% |
| Fire | +53% |
| Darkness | +35% |
Offense: Damage Penetration
| Mind | +10% |
| Light | +76% |
| Fire | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 33 (65.324392949321%) |
| Defense | 81 |
| Ranged Defense | 85 |
| Fatigue | 0 |
| Physical Save | 35 |
| Spell Save | 41 |
| Mental Save | 40 |
Defense: Resistances
| Blight | + 27%( 70%) |
| Arcane | + 30%( 70%) |
| Mind | + 18%( 70%) |
| All | + 7%( 70%) |
| Darkness | + 49%( 70%) |
| Light | + 80%( 80%) |
| Cold | + 2%( 70%) |
| Fire | + 35%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Disarm Resistance | 0% |
| Confusion Resistance | 49% |
| Instadeath Resistance | 100% |
| Stun Resistance | 100% |
| Poison Resistance | 27% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 37 up to 9 times. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 49 up to 4 times. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 2.5 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 42 with a minimum range of 15. |
Class Talents
| Celestial / Guardian | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Celestial / Crusader | 1.70 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Celestial / Sun | 1.80 |
| 3/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Radiance | 2.00 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Two-handed assault | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 1.50 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 2/5 |
| 4/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.50 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
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 |
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 again | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the repented thief from death by Nerira the spire dragon. Escort: repented thief (level 3 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 4 of Dreadfell. Escort: temporal explorer (level 4 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | 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. | active |
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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | active |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of precision. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * 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 |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Spellpower: +15 (+3 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 318 arcane damage based on magic in a radius of 3 around the user after any teleport. It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 15 power out of 19/24. A wispy purple aura surrounds these translucent black boots. |
| Quiver | Quiver of the Sun (25/25, 34-48 power, 15 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 34.0 - 47.6 Uses stats: 60% Dex, 20% Mag, 50% Str Damage type: Bright light Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +2.0% Capacity: 25 On weapon hit: * 25% chance to blind Travel speed: +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
| Light source | watchleader's dwarven lantern of the moonsPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +8% light Changes damage: +7% darkness Damage affinity(heal): +5% darkness Blindness immunity: +39% Confusion immunity: +24% Light radius: +10 Infravision radius: +5 See stealth: +24 See invisible: +16 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 4.5 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 31 for 7 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 | elven-silk wizard hat 'Blazestreaker' (28 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +25 (+5 eff.) Armour penetration: +5 Defense: +28 (+6 eff.) Changes stats: +4 Con Changes resistances: +30% light / +9% blight Changes damage: +20% light / +21% lightning Critical mult.: +20.20% A pointy cloth hat, very wizardly... |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Displacement Shield (10% chance level 3). When this weapon hits: Wave of Power (15% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Tool | Hettidugas the dwarven-steel pickaxe (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +20 (+4 eff.) Physical power: +30 (+7 eff.) Changes stats: +2 Str / +6 Con Critical mult.: +20.00% Maximum stamina: +30.00 Infravision radius: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | voratun bloodstone ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +17 (+4 eff.) Changes damage: +6% all Stun/Freeze immunity: +60% Spellpower: +12 (+2 eff.) Mindpower: +9 (+3 eff.) Rings make your fingers look great! |
| On fingers | Rhulen the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +7 Physical power: +20 (+5 eff.) Damage when hit (Melee): 4 physical Changes stats: +2 Dex Changes resistances: +14% nature / +12% blight Changes damage: +7% all Poison immunity: +27% Disease immunity: +24% Stun/Freeze immunity: +46% Life regen: +9.00 Spellpower: +16 (+3 eff.) Mindpower: +16 (+5 eff.) Rings make your fingers look great! |
| Around neck | starseer's voratun amulet of perfection (0.40 Technique / Two-handed assault,0.40 Celestial / Radiance)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +2 Mag Changes damage: +5% darkness / +6% temporal / +6% light / +6% physical Talent masteries: +0.40 Celestial / Radiance +0.40 Technique / Two-handed assault Spellpower: +5 (+1 eff.) Spell crit. chance: +4% Amulets make your neck look great! |
| In main hand | Champion's Will (67-107 power, 22 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 67.0 - 107.2 Uses stats: 20% Con, 115% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +22 Crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing 192 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt Activation costs 18 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
| Around waist | drakeskin leather belt 'Lightking'Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Physical crit. chance: +6.0% Physical power: +10 (+3 eff.) Defense: +10 (+2 eff.) Changes stats: +3 Dex / +11 Mag / +10 Wil Changes damage: +9% light Critical mult.: +12.00% Physical save: +12 (+6 eff.) Spell crit. chance: +6% Mindpower: +9 (+3 eff.) A belt that goes around your waist. |
| In off hand | Summertide (17 def, 15 armour, 52-62 power, 260 block)Requires: - Shield usage training - Willpower 28 - Strength 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Light Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+4 eff.) Ranged Defense: +17 (+3 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +20% light / +10% fire / +15% darkness / +12% mind Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +1 Block Mental save: +18 (+6 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+3 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 107.45 to 134.31 light damage (based on Willpower and Cunning) Activation costs 8 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
| Cloak | Radiance (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 (+3 eff.) Damage when hit (Melee): 30 blinding light Changes stats: +10 Cun / +10 Mag Changes resistances: +30% light / +30% darkness Changes resistances cap: +10% light Changes damage: +25% light Talent category bonus: +0.20 Celestial Spellpower: +20 (+4 eff.) This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
| Main armor | Molten Skin (15 def, 12 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+3 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Celestial / Sunlight +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+3 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 8 power out of 16/16) : Effective talent level: 6.1 Power cost: 8 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 6, knocking back anything caught inside and setting them ablaze, doing 331.67 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
Inventory
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Reflection (--)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: 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 860 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
biting gale rune of the warrior (damage 366; dur 4; cd 23)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 366.29 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.shatter afflictions rune (absorb 109; cd 12) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 109 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 175; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 175 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. 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 spell talent. |
shielding rune of the warrior (absorb 428; dur 4; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 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 428 damage for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 670; dur 5; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 670 damage for 5 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 spell talent. |
stormshield rune of the psychic (threshold 24; blocks 4; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 24 up to 4 times. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the psychic (range 61; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 61 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the warrior (range 112; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 112 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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! |
Dayream the copper amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +5% arcane / +3% blight Changes resistances penetration: +25% light Changes damage: +3% light Amulets make your neck look great! |
Eilinyrin the FlameedgeInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +5 (+1 eff.) Fatigue: -5% Effects on melee hit: * 10% chance to reduce armor by 47% Changes stats: +7 Lck Changes resistances: +3% acid / +16% fire / +10% cold Changes damage: +12% fire Life regen: +1.00 Reduce all damage from unseen attackers: 11% Amulets make your neck look great! |
Erydebar the copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +4 Str / +6 Mag Changes damage: +6% physical Reduces incoming crit damage: 15.00% See invisible: +15 Combat speed: +10% Amulets make your neck look great! |
HarubersInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +20% lightning / +5% physical / +6% light / +9% cold / +12% acid Changes resistances penetration: +20% temporal Stun/Freeze immunity: +38% Teleport immunity: +20% Maximum life: +100.00 Amulets make your neck look great! |
Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+1 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 18 power out of 60/60) : Effective talent level: 5.4 Power cost: 18 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 68 light damage to everyone else who enters. The circle lasts 6 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
RainstunInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +6 Defense: +5 (+1 eff.) Damage when hit (Melee): 2 cold Changes stats: +9 Lck Changes resistances: +6% light Changes resistances penetration: +10% cold Changes damage: +15% light / +6% cold Reduce all damage from unseen attackers: 11% Amulets make your neck look great! |
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 Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 22 power out of 36/36) : Effective talent level: 5.5 Power cost: 22 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (187). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
voratun amulet of the eclipsePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 11 light / 11 darkness Effects when hit in melee: * 10% chance to reduce damage dealt by 26% * 11% chance to blind Changes damage: +14% light / +6% darkness Amulets make your neck look great! |
Beluvon the MorbusparryInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Cun / +3 Con Changes resistances: +9% nature Reduces incoming crit damage: 10.00% Physical save: +6 (+3 eff.) Rings make your fingers look great! |
Layuwen 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: Damage when hit (Melee): 4 acid Changes stats: +1 Wil Changes resistances penetration: +5% arcane Changes damage: +12% blight Critical mult.: +15.00% Physical save: +10 (+5 eff.) Spell save: +17 (+5 eff.) Mental save: +25 (+8 eff.) Confusion immunity: +32% Life regen: +14.00 Maximum life: +63.00 Healing mod.: +14% Rings make your fingers look great! |
Mayelerin the ShimmerreeveInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 fire Changes stats: +4 Con / +3 Wil Changes resistances: +3% lightning Physical save: +3 (+2 eff.) Mental save: +6 (+2 eff.) Only die when reaching: -20.00 life Rings make your fingers look great! |
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 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 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 2 When wielded/worn: 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 Activation costs 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? |
conjurer's voratun ring of speedPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Defense: +11 (+2 eff.) Changes stats: +7 Mag / +6 Wil Spellpower: +10 (+2 eff.) Movement speed: +17% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 3.5 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 32% for 5 turns. Rings make your fingers look great! |
gladiator's voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+3 eff.) Changes stats: +5 Str / +8 Con Rings make your fingers look great! |
gold quartz ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +11 (+3 eff.) Damage when hit (Melee): 4 fire Changes stats: +6 Cun / +6 Wil Changes resistances: +15% lightning / +9% fire Changes damage: +9% lightning / +6% all Disarm immunity: +32% Pinning immunity: +26% Stun/Freeze immunity: +30% Knockback immunity: +28% Maximum life: +31.00 Spellpower: +14 (+2 eff.) Mindpower: +21 (+7 eff.) Rings make your fingers look great! |
gold quartz ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+3 eff.) Changes stats: +5 Str / +7 Con Stun/Freeze immunity: +30% Rings make your fingers look great! |
gold quartz ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% Life regen: +8.00 Maximum life: +45.00 Healing mod.: +14% Rings make your fingers look great! |
gold quartz ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 12 light Damage (Ranged): 16 light Changes stats: +5 Cun / +8 Mag Changes damage: +13% light Stun/Freeze immunity: +30% Spellpower: +8 (+1 eff.) Rings make your fingers look great! |
marksman's voratun ring of corrosion (+28%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+2 eff.) Changes stats: +7 Dex Changes resistances: +28% acid Changes damage: +14% acid Rings make your fingers look great! |
solipsist's voratun ring of lightning (+32%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Cun / +6 Wil Changes resistances: +32% lightning Changes damage: +16% lightning Mindpower: +10 (+3 eff.) Rings make your fingers look great! |
stralite quartz ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Mag / +6 Wil Stun/Freeze immunity: +30% Spellpower: +10 (+2 eff.) Rings make your fingers look great! |
titan's voratun ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Con Physical save: +16 (+7 eff.) Life regen: +20.00 Maximum life: +64.00 Healing mod.: +14% Rings make your fingers look great! |
voratun bloodstone ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +8 Mag Stun/Freeze immunity: +60% Spellpower: +12 (+2 eff.) Rings make your fingers look great! |
voratun bloodstone ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +3 Cun / +2 Mag Changes resistances: +11% blight / +40% cold / +15% nature Changes damage: +20% cold Reduces incoming crit damage: 5.00% Physical save: +18 (+8 eff.) Spell save: +18 (+6 eff.) Mental save: +17 (+6 eff.) Poison immunity: +28% Disease immunity: +29% Stun/Freeze immunity: +60% Maximum psi: +10.00 Mindpower: +15 (+5 eff.) See invisible: +12 Rings make your fingers look great! |
elemental voratun battleaxe of evisceration (55-82 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 55.0 - 82.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 135 cold damage (1/turn) On weapon crit: * Wound the target dealing 287 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +16.0% Physical power: +21 (+5 eff.) Changes resistances penetration: +42% cold Changes damage: +27% cold Massive two-handed battleaxes. |
voratun battleaxe 'Mardelin' (54-82 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 54.5 - 81.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 225 damage over 5 turns and reducing armor and accuracy by 29 When wielded/worn: Accuracy: +40 (+8 eff.) Armour penetration: +14 Defense: +21 (+4 eff.) Damage when hit (Melee): 6 arcane Changes stats: +2 Dex / +3 Mag / +2 Cun Changes resistances: +5% arcane Changes resistances penetration: +17% all Disarm immunity: +43% Massive two-handed battleaxes. |
Betytira the dwarven-steel dagger (20-27 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 20.5 - 26.7 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 135 fire damage (1/turn) Damage Shield penetration (this weapon only): +20% When wielded/worn: Accuracy: +8 (+1 eff.) Defense: +17 (+4 eff.) Changes stats: +6 Str / +10 Dex / +6 Mag / +6 Wil / +6 Cun / +8 Con Changes resistances penetration: +10% fire Changes damage: +11% fire Disarm immunity: +29% Sharp, short and deadly. |
Cyrisetha the Glitterworm (64-96 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 64.0 - 96.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +108 fire When wielded/worn: Accuracy: +54 (+10 eff.) Armour penetration: +20 Defense: +17 (+4 eff.) Damage when hit (Melee): 6 blight Changes stats: +2 Mag Changes resistances penetration: +31% fire / +20% light / +21% all Changes damage: +6% blight Disarm immunity: +70% Spellpower on spell critical (stacks up to 3 times): +2 Spell crit. chance: +1% Global speed: +15% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Massive two-handed mauls. |
Borosk's Hate (60-96 power, 22 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to strike the target again. When wielded/worn: Changes stats: +10 Str / +5 Dex / +15 Con Talent mastery: +0.20 Technique / Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
Warmaster Gnarg's Murderblade (60-96 power, 19 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to send the wielder into a killing frenzy Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.30 Technique / Berserker's strength +0.20 Technique / Two-handed weapons +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
Blade of Distorted Time (40-56 power, 40 apr)Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 20% Mag, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +40 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * deals 172 temporal damage and slows enemies in radius 6 of the target by 182% based on Magic Damage conversion: 20% temporal When wielded/worn: Changes damage: +30% temporal / +30% physical Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% It can be used to activate talent Blink Blade (costing 6 power out of 10/10) : Effective talent level: 5.5 Power cost: 6 out of 10/10. Range: 9 Travel Speed: instantaneous Is: a spell Description: Teleport to the target and attack with your melee weapons for 103% damage. Then teleport next to a second random enemy, attacking for 103% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
Everpyre Blade (38-53 power, 10 apr)Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 38.0 - 53.2 Uses stat: 100% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +18.0% Attack speed: 100% When this weapon hits: Fire Breath (15% chance level 4). When wielded/worn: Changes stats: +7 Str / +7 Wil Changes resistances: +10% nature / +15% fire Changes resistances penetration: +15% fire Changes damage: +20% fire This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
This item will automatically be transmogrified when you leave the level.voratun mace of corruption (45-63 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 45.0 - 63.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Curse of Impotence (20% chance level 5). Blunt and deadly. |
Nexus of the Way (22-24 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 60% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +6 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +18 (+6 eff.) Mental crit. chance: +9% Activating this item is instant. It can be used to activate talent Wayist (costing 36 power out of 60/60) : Effective talent level: 2.5 Power cost: 36 out of 60/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 49 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+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 Activation costs 120 power out of 9/200. 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." |
Isuna the elven-wood magestaff (25-30 power, 5 apr, light element)Requires: - Magic 35 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +8.0% Physical power: +9 (+3 eff.) Defense: +9 (+2 eff.) Changes stats: +4 Con Changes damage: +6% blight / +25% light Talent granted: +1 Command Staff Life regen: +1.20 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +30 (+6 eff.) Spell crit. chance: +9% Light radius: +3 Healing mod.: +20% It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 3.5 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 434.27 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Layykira the rough leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +3% acid / +3% fire / +3% cold Physical save: +6 (+3 eff.) Disease immunity: +20% Knockback immunity: +20% Maximum life: +40.00 Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
drakeskin leather belt 'Zerylatharion'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +10 (+3 eff.) Changes stats: +5 Str / +5 Dex / +5 Wil / +5 Cun / +1 Con Changes resistances penetration: +10% blight Critical mult.: +8.00% Physical save: +35 (+13 eff.) Spell save: +20 (+6 eff.) Mental save: +15 (+5 eff.) Vim when firing critical spell: +2.00 Spellpower: +20 (+4 eff.) Mindpower: +8 (+3 eff.) A belt that goes around your waist. |
hardened leather belt 'Arthudraldir' =7c=Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 60% Changes stats: +5 Dex / +7 Cun / +6 Lck Changes resistances: +6% acid / +3% temporal / +3% light / +6% fire / +6% cold / +6% lightning Trap disarming bonus: +12 Stealth bonus: +9 Physical save: +7 (+4 eff.) Mindpower: +4 (+1 eff.) Infravision radius: +4 A belt that goes around your waist. |
hardened leather belt 'Glimmercut'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +8.0% Armour: +11 Defense: +35 (+7 eff.) Changes stats: +4 Str Changes damage: +9% physical Critical mult.: +20.00% Physical save: +18 (+8 eff.) Only die when reaching: -60.00 life Light radius: +3 A belt that goes around your waist. |
rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Blazewrack the cashmere cloak (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +15% lightning / +20% temporal / +18% darkness Changes resistances penetration: +10% lightning Changes damage: +15% mind Critical mult.: +5.00% Vim when firing critical spell: +2.00 Spell crit. chance: +2% Mindpower: +25 (+8 eff.) Defense after a teleport: +22 Resist all after a teleport: +13% New effects duration reduction after a teleport: +19% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 6 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Glorulaith' (2 def, 0 armour) =11con=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 4 temporal Changes stats: +2 Str / +2 Dex / +3 Cun / +11 Con Infravision radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Woetide' (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Mag / +10 Con Changes resistances: +31% darkness / +20% temporal Changes resistances penetration: +15% mind Changes damage: +18% mind Light radius: +3 Defense after a teleport: +21 Resist all after a teleport: +13% New effects duration reduction after a teleport: +17% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 6 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
restorative elven-silk cloak of the voidstalker (3 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +17% blight / +19% temporal / +16% nature / +22% darkness Life regen: +11.00 Healing mod.: +16% Defense after a teleport: +30 Resist all after a teleport: +15% New effects duration reduction after a teleport: +24% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 6 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Kiblek the Nimbustouch (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Damage when hit (Melee): 10 lightning Changes stats: +10 Cun / +10 Mag Changes resistances: +9% lightning / +5% arcane / +45% light / +15% all Changes resistances penetration: +13% temporal / +10% physical Changes damage: +18% lightning / +26% physical / +30% light / +6% arcane / +30% temporal Critical mult.: +19.00% Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +3.00 Reduces paradox anomalies(equivalent to willpower): +16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of the Archmage (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Damage when hit (Melee): 15 arcane Changes stats: +6 Mag / +6 Wil / +6 Cun Changes resistances: +10% lightning / +10% cold / +10% fire / +10% arcane / +13% all Changes damage: +12% all Spell save: +20 (+6 eff.) Mental save: +15 (+5 eff.) Silence immunity: +50% Mana each turn: +2.00 Spellpower: +15 (+3 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Shockoozer the cashmere robe (0 def, 0 armour) =2s=Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +15% lightning / +22% fire / +11% all Changes resistances penetration: +10% lightning Changes damage: +15% fire Reduces incoming crit damage: 10.00% Infravision radius: +3 See invisible: +6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.stargazer's elven-silk robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +4 Cun Changes resistances: +15% all Changes damage: +27% light / +25% darkness Spellpower: +10 (+2 eff.) Spell crit. chance: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Boots of the Hunter (2 def, 12 armour)Requires: - 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 (+3 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 (+3 eff.) Mental save: +10 (+3 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) Activation costs 20 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. |
Breguhad the pair of iron boots (0 def, 3 armour) =undet=Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +5% arcane Changes resistances penetration: +25% temporal Changes damage: +6% arcane / +6% temporal Silence immunity: +20% Confusion immunity: +21% Stun/Freeze immunity: +21% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 12 power out of 20/20) : Effective talent level: 4.5 Power cost: 12 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of hardened leather boots 'Nimbusrock' (0 def, 3 armour) =undet=Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +5% arcane Changes resistances penetration: +10% lightning / +20% arcane Changes damage: +18% lightning / +6% arcane / +6% light Silence immunity: +31% Confusion immunity: +30% Stun/Freeze immunity: +38% Light radius: +3 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.scholar's pair of voratun boots of disengagement (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +4 Cun / +4 Dex Spellpower: +13 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 4.5 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 193% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Blindonslaught the drakeskin leather gloves (0 def, 9 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +19 (+3 eff.) Armour penetration: +13 Armour: +9 Changes stats: +7 Cun / +7 Dex Changes resistances: +9% light / +3% cold Changes damage: +12% light Physical save: +10 (+5 eff.) Mental save: +25 (+8 eff.) Disarm immunity: +35% Maximum life: +80.00 Light radius: +3 When used to modify unarmed attacks: Base power: 34.5 - 38.0 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +27 Armour Penetration: +13 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 4.5 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Torestir' (0 def, 2 armour) =15=Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 10 mind Damage when hit (Melee): 6 physical Changes stats: +7 Dex / +5 Con Changes resistances: +8% mind / +5% arcane Changes damage: +6% mind Life regen: +4.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When used to modify unarmed attacks: Base power: 16.5 - 18.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Psychic Lobotomy (20% chance level 3). Damage (radius 2) on crit: +7 mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets of war-making (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +9.0% Armour: +3 Fatigue: +5% Critical mult.: +10.00% Spell crit. chance: +11% Mental crit. chance: +11% When used to modify unarmed attacks: Base power: 38.0 - 53.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +20.0% Attack speed: 83% When this weapon crits: Cripple (20% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
Adomira the linen wizard hat (1 def, 0 armour) =20stuun=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +20 (+5 eff.) Defense: +1 (+0 eff.) Changes resistances: +16% light Changes damage: +11% light / +3% arcane Reduces incoming crit damage: 5.00% Stun/Freeze immunity: +20% Life regen: +4.00 Maximum life: +20.00 A pointy cloth hat, very wizardly... |
Crown of Burning Pain (13 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +13 (+3 eff.) Fatigue: +4% Changes stats: +6 Cun / +6 Wil Changes resistances: +35% fire Changes damage: +35% fire It can be used to activate talent Meteor Rain (costing 15 power out of 50/50) : Effective talent level: 3.5 Power cost: 15 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Use arcane forces to summon 4 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 178.47 fire and 162.14 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+4 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 21 power out of 35/35) : Effective talent level: 3.5 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 10. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Goruigen the dwarven-steel helm (0 def, 4 armour) =15s=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +15 Str / +6 Con Changes resistances: +9% light Mental save: +12 (+4 eff.) Life regen: +4.00 Maximum life: +100.00 It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 4.5 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 598.3 Physical damage. If the attack hits, the target is confused (41% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Hanobar (0 def, 3 armour) =10=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Cun / +2 Dex Changes resistances penetration: +10% acid / +15% temporal / +25% mind Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+6 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Un'fezan's Cap (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+1 eff.) Mindpower: +8 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 9 power out of 15/15) : Effective talent level: 2.5 Power cost: 9 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 3 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
dwarven-steel helm 'Sunrend' (0 def, 4 armour) =24dam=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 36 Changes stats: +5 Str Changes resistances penetration: +15% blight / +25% cold Changes damage: +15% blight / +9% cold / +24% light Light radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Charbait' (1 def, 0 armour) =7c=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +7 Cun / +2 Wil Changes resistances: +6% fire Changes resistances penetration: +5% cold Changes damage: +6% fire Physical save: +6 (+3 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.shielding elven-silk wizard hat of arcana (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +16 Mag / +7 Wil Spell save: +14 (+4 eff.) Spellpower: +6 (+1 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.stabilizing drakeskin leather cap of the depths (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +25% cold Allows you to breathe in: water Physical save: +25 (+10 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level.voratun helm of might (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +5 Str / +5 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun shield 'Aerimira' (0 def, 10 armour, 70-83 power, 208.5 block)Requires: - Shield usage training - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 69.5 - 83.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +208 Damage (Melee): +24 cold / +20 light / +18 darkness When wielded/worn: Armour: +10 Fatigue: +8% On shield block: * Deals 181 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +5 Dex / +9 Mag / +5 Wil / +16 Cun Changes resistances: +20% lightning / +14% cold / +18% light / +20% darkness Changes damage: +18% light / +16% darkness Talent granted: +1 Block Reduces incoming crit damage: 15.00% Handheld deflection devices. |
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. |
2368 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. |
5 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
9 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Phoenixgasher the iron pickaxe (dig speed 31 turns) =acc=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +7 Physical crit. chance: +2.0% Changes stats: +4 Str Changes resistances penetration: +20% fire Changes damage: +3% fire Maximum stamina: +30.00 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 16 cooldown : Effective talent level: 5.5 Power cost: 16 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +106 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Fogvagrant' (dig speed 35 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Fatigue: -5% Effects on melee hit: * 20% chance to slow global speed by 60% Changes stats: +6 Str Changes resistances: +3% temporal Changes damage: +3% darkness Critical mult.: +5.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of quickening (dig speed 30 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Forbidden Tome: "Home, Horrific Home"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 5 It can be used to read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
8 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 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. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Daimaroddahek the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +4 Changes resistances: +6% blight / +3% lightning Changes damage: +3% mind Physical save: +7 (+4 eff.) Light radius: +3 Healing mod.: +13% 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. |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 15 power out of 25/25) : Effective talent level: 3.5 Power cost: 15 out of 25/25. Range: 6 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 329.10 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 329.10 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(84 power, based on Willpower) Activation costs 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
TempestloreCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +2 Damage when hit (Melee): 4 mind Changes resistances: +12% mind / +3% lightning Changes resistances penetration: +15% mind Blindness immunity: +29% Confusion immunity: +17% Maximum stamina: +20.00 Light radius: +9 See stealth: +9 See invisible: +10 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 5.5 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 33 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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 Activation costs 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 Activation costs 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 Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
2 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. |
5 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 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 Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 202% of the healing done. This effect scales with your Magic stat. Activation costs 45 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 122 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 (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 993.84 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 15 power out of 25/25. 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) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Layeragavena [power 93] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +6 Defense: +30 (+6 eff.) Changes resistances penetration: +20% physical Critical mult.: +20.00% It can be used to setup a psionic shield, reducing all damage taken by 93 for 5 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
The Jolt =4c=Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
Urthukor [power 275] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Defense: +20 (+4 eff.) Effects on melee hit: * 10% chance to reduce armor by 47% Changes resistances: +3% mind / +12% fire Changes damage: +6% acid Stun/Freeze immunity: +20% Knockback immunity: +20% Healing mod.: +5% It can be used to project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 382 physical damage Activation puts all charms on cooldown for 9 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Lustreglamour the ash wand of shielding [power 194] (12 cooldown) =24dam=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Damage when hit (Melee): 6 mind Changes resistances: +15% mind Changes resistances penetration: +20% mind / +10% cold Changes damage: +24% light Light radius: +3 It can be used to create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 12 turns. When used: * Increase all damage by 15% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged elm wand of lightning storm [power 134] (12 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 38 lightning damage and will be dazed for 1 turn (192 total damage) Activation puts all charms on cooldown for 12 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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 Activation costs 18 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. |
Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
8 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. |
8 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 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. |
2 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. |
5 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 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. |
9 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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.
Your patron's plan worked. As your body was crushed by the raw forces of the void portal it opened wide. In an instant the connection was made and waves of heat came through.
The mad sun brought forth all its power through the portal, turning the High Peak into a giant searing needle!
A few minutes later the whole world was set ablaze, nothing survived except Faeros elementals.
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Pussy Elf the Shalore Sun Paladin level 36
35th Regrowth 123rd year of Ascendancy at 05:57 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Pussy Elf the Shalore Sun Paladin level 50
79th Dusk 123rd year of Ascendancy at 23:15 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Pussy Elf the Shalore Sun Paladin level 36
33rd Regrowth 123rd year of Ascendancy at 12:15 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Pussy Elf the Shalore Sun Paladin level 49
73rd Dusk 123rd year of Ascendancy at 22:28 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Pussy Elf the Shalore Sun Paladin level 41
1st Flare 123rd year of Ascendancy at 00:27 see stats
Bookception! (Insane (Roguelike) difficulty)
Found the Forbidden Tome reward inside the Forbidden Tome: "Of Knowledge And Horrors".By Pussy Elf the Shalore Sun Paladin level 50
24th Haze 123rd year of Ascendancy at 03:39 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Pussy Elf the Shalore Sun Paladin level 27
68th Haze 122nd year of Ascendancy at 08:53 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Pussy Elf the Shalore Sun Paladin level 11
7th Dusk 122nd year of Ascendancy at 09:47 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Pussy Elf the Shalore Sun Paladin level 38
61st Regrowth 123rd year of Ascendancy at 00:17 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Pussy Elf the Shalore Sun Paladin level 38
60th Regrowth 123rd year of Ascendancy at 20:18 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Pussy Elf the Shalore Sun Paladin level 23
48th Haze 122nd year of Ascendancy at 18:20 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Pussy Elf the Shalore Sun Paladin level 28
69th Haze 122nd year of Ascendancy at 13:26 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Pussy Elf the Shalore Sun Paladin level 24
49th Haze 122nd year of Ascendancy at 07:27 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Pussy Elf the Shalore Sun Paladin level 50
36th Haze 123rd year of Ascendancy at 18:03 see stats
Gem of the Moon (Insane (Roguelike) difficulty)
Completed the Master Jeweler quest with Limmir.By Pussy Elf the Shalore Sun Paladin level 50
17th Haze 123rd year of Ascendancy at 18:32 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Pussy Elf the Shalore Sun Paladin level 31
9th Allure 123rd year of Ascendancy at 02:51 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Pussy Elf the Shalore Sun Paladin level 43
1st Flare 123rd year of Ascendancy at 05:56 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Pussy Elf the Shalore Sun Paladin level 10
4th Mirth 122nd year of Ascendancy at 16:10 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Pussy Elf the Shalore Sun Paladin level 20
9th Haze 122nd year of Ascendancy at 03:49 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Pussy Elf the Shalore Sun Paladin level 30
74th Haze 122nd year of Ascendancy at 06:47 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Pussy Elf the Shalore Sun Paladin level 40
35th Pyre 123rd year of Ascendancy at 07:04 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Pussy Elf the Shalore Sun Paladin level 50
77th Dusk 123rd year of Ascendancy at 20:09 see stats
Lost in translation (Insane (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Pussy Elf the Shalore Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 17:00 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Pussy Elf the Shalore Sun Paladin level 50
36th Haze 123rd year of Ascendancy at 01:40 see stats
Overpowered! (Insane (Roguelike) difficulty)
Did over 6000 damage in one attack.By Pussy Elf the Shalore Sun Paladin level 49
73rd Dusk 123rd year of Ascendancy at 01:25 see stats
Shasshhiy'Kaish (Insane (Roguelike) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Pussy Elf the Shalore Sun Paladin level 37
58th Regrowth 123rd year of Ascendancy at 07:58 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Pussy Elf the Shalore Sun Paladin level 33
25th Regrowth 123rd year of Ascendancy at 19:26 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Pussy Elf the Shalore Sun Paladin level 22
41st Haze 122nd year of Ascendancy at 12:16 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Pussy Elf the Shalore Sun Paladin level 40
5th Mirth 123rd year of Ascendancy at 11:15 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Pussy Elf the Shalore Sun Paladin level 50
38th Haze 123rd year of Ascendancy at 10:14 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Pussy Elf the Shalore Sun Paladin level 10
1st Dusk 122nd year of Ascendancy at 19:01 see stats
The Sun Still Shines (Insane (Roguelike) difficulty)
Aeryn survived the last battle.By Pussy Elf the Shalore Sun Paladin level 50
38th Haze 123rd year of Ascendancy at 10:16 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Pussy Elf the Shalore Sun Paladin level 37
57th Regrowth 123rd year of Ascendancy at 07:44 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Pussy Elf the Shalore Sun Paladin level 10
8th Mirth 122nd year of Ascendancy at 05:19 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Pussy Elf the Shalore Sun Paladin level 44
14th Dusk 123rd year of Ascendancy at 05:38 see stats
This is how the world ends: swallowed in fire, but not in darkness. (Insane (Roguelike) difficulty)
"Won" ToME by sacrificing yourself for your patron Distant Sun, opening a portal for it to burn and consume the world.By Pussy Elf the Shalore Sun Paladin level 50
38th Haze 123rd year of Ascendancy at 10:16 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Pussy Elf the Shalore Sun Paladin level 26
52nd Haze 122nd year of Ascendancy at 07:53 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Pussy Elf the Shalore Sun Paladin level 16
69th Dusk 122nd year of Ascendancy at 19:06 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Pussy Elf the Shalore Sun Paladin level 35
33rd Regrowth 123rd year of Ascendancy at 00:45 see stats
You were not supposed to see that! (Insane (Roguelike) difficulty)
Read a Forbidden Tome.By Pussy Elf the Shalore Sun Paladin level 50
23rd Haze 123rd year of Ascendancy at 00:36 see stats
Log
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Pussy Elf's spell attains critical power!
The shield around High Sun Paladin Aeryn crumbles.
Master vampire burns with light!
Argoniel shrugs off Pussy Elf's 'Lightblight'!
Pussy Elf hits High Sun Paladin Aeryn for (150 absorbed), 2713 light (2713 total damage).
Pussy Elf hits Argoniel for 954 light, 209 physical, 31 light, 31 light, 10 fire, 179 light, 412 light, 46 light, 46 light, 17 fire (1934 total damage).
Shield of Light hits Argoniel for 430 light, 74 light, 74 light, 28 fire, 221 light (826 total damage).
Pussy Elf receives 1170 healing from Pussy Elf's Judgement.
Pussy Elf's Judgement hits High Sun Paladin Aeryn for 3254 light damage.
Weapon of Light hits Master vampire for 852 light damage.
Weapon of Light hits Argoniel for 479 light damage.
Shield of Light hits High Sun Paladin Aeryn for 13 healing, 13 healing (0 total damage) [25 healing].
Talent Rune: Stormshield is ready to use.
Weapon of Light killed Argoniel!
Acid Splash from Argoniel hits Pussy Elf for (28 absorbed), (28 absorbed), 0 acid (0 total damage).
A shield forms around High Sun Paladin Aeryn.
Pussy Elf receives 156 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 150 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn stops burning.
High Sun Paladin Aeryn is no longer influenced by martyrdom.
Lightburn from Pussy Elf hits High Sun Paladin Aeryn for (92 absorbed), 0 light (0 total damage).
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
Personal New Achievement: This is how the world ends: swallowed in fire, but not in darkness. (Insane (Roguelike) difficulty)!
Personal New Achievement: The Sun Still Shines (Insane (Roguelike) difficulty)!
Saving game...
Saving done.


















































































































































































