













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | ZOmnibus Lite 1.6.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Ashes of Urh'Rok 1.6.7Official 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:
Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Talent Point Planner 1.6.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Female |
Race | Cornac |
Class | Mindslayer |
Level / Exp | 50 / 1383% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 104 (base 40) |
Dexterity | 64 (base 8) |
Constitution | 100 (base 60) |
Magic | 71 (base 10) |
Willpower | 142.9570774133 (base 60) |
Cunning | 146.04452014993 (base 61) |
Resources
Life | 1206/1206 |
Equilibrium | 18 |
Psi | 187/187 |
Healing Factor | 1.5000000000004 |
Regeneration | 9.3750000000025 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +42.7836465099% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 8 |
See Stealth | 51.918493896905 |
See Invisible | 63.918493896905 |
Offense: Mainhand
Damage | 157 |
Accuracy | 73 |
Crit Chance | 97% |
APR | 76 |
Speed | 1.00 |
Offense: Offhand
Damage | 157 |
Accuracy | 73 |
Crit Chance | 97% |
APR | 76 |
Speed | 1.00 |
Offense: Spell
Spellpower | 53 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 97 |
Crit Chance | 92% |
Speed | 1 |
Offense: Damage Bonus
Acid | +90% |
Arcane | +62% |
Cold | +109% |
All | +48% |
Lightning | +294% |
Physical | +87% |
Mind | +57% |
Fire | +141% |
Nature | +60% |
Offense: Damage Penetration
Acid | +17% |
Lightning | +77% |
Cold | +20% |
Mind | +10% |
Arcane | +15% |
Fire | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 36 (30%) |
Defense | 38 |
Ranged Defense | 38 |
Fatigue | 5 |
Physical Save | 46 |
Spell Save | 50 |
Mental Save | 66 |
Defense: Resistances
Acid | + 65%( 70%) |
Blight | + 42%( 70%) |
Arcane | + 32%( 70%) |
Cold | + 55%( 70%) |
All | + 28%( 70%) |
Darkness | + 39%( 70%) |
Light | + 34%( 70%) |
Lightning | + 70%( 70%) |
Fire | + 46%( 70%) |
Nature | + 32%( 70%) |
Defense: Immunities
Stun Resistance | 30% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -891 life. The duration and life will increase by 1% for every 1% life you have lost (currently 891 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -792 life. The duration and life will increase by 1% for every 1% life you have lost (currently 792 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 44% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Class Talents
Psionic / Absorption | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Projection | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Psionic / Thermal mastery | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented striking | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Voracity | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Focus | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Psionic / Psi-fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Charged mastery | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Psionic / Finer energy manipulations | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Charged Shield |
talent | Heartstart |
talent | Thermal Shield |
talent | Skate |
talent | Charged Aura |
talent | Psiblades |
talent | Beyond the Flesh |
talent | Kinetic Aura |
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 and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by MIYAGUZI-MKII. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You failed to protect the lost warrior from death by MIYAGUZI-MKII. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Dreadfell. Escort: worried loremaster (level 1 of Dreadfell)As a reward you improved talent Mind Sear (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved talent Mind Sear (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Dreadfell. Escort: worried loremaster (level 2 of Dreadfell)As a reward you improved talent Mind Sear (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved talent Mind Sear (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved talent Mind Sear (+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. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 32. | 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. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() Powered 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. |
On hands | ![]() 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% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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. |
Light source | ![]() Requires: - Level 35 Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Armour: +4 Effects on melee hit: * 20% chance to slow global speed by 78% Changes stats: +5 Wil Changes resistances: +10% blight / +12% darkness Changes damage: +12% nature / +6% physical Critical mult.: +20.00% Only die when reaching: -40.00 life Spellpower: +5 (+2 eff.) Spell crit. chance: +5% Light radius: +9 Infravision radius: +5 See invisible: +12 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 58 blight damage or heals 59 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Requires: - Level 35 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +10 Mag / +10 Wil Changes resistances: +25% acid / +25% fire / +25% cold / +25% lightning Changes damage: +25% acid / +25% fire / +25% cold / +25% lightning Spellpower: +15 (+5 eff.) Mindpower: +15 (+3 eff.) This jeweled crown shimmers with colors. |
On feet | ![]() Requires: - Level 35 Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +10 Str / +5 Wil / +7 Con Changes resistances: +9% lightning Changes resistances penetration: +20% lightning Changes damage: +12% lightning / +8% physical / +9% mind Critical mult.: +20.00% Mental save: +9 (+2 eff.) Equilibrium when hit: +0.12 Mindpower: +10 (+2 eff.) Size category: +1 A pair of boots made of leather. |
Tool | ![]() Requires: - Level 35 Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 6 fire Changes resistances: +9% blight Changes resistances penetration: +25% lightning / +10% cold / +15% fire Changes damage: +18% lightning / +18% fire It can be used to summon a resilient tentacle up to 5 spaces away for 12 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1340 Base Damage: 570 Armor: 45 All Resist: 50 Activation puts all charms on cooldown for 15 turns. When used: * Reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Requires: - Level 35 Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Effects on melee hit: * 22% chance to reduce all saves and defense by 49 Changes stats: +11 Cun / +15 Wil Changes resistances: +38% lightning Changes resistances penetration: +10% mind Changes damage: +19% lightning / +10% all Mental save: +18 (+4 eff.) Psi when hit: +0.08 Spell crit. chance: +5% Mindpower: +39 (+7 eff.) Mental crit. chance: +9% Rings can have magical properties. |
On fingers | ![]() Requires: - Level 35 Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +5.0% Changes stats: +10 Cun / +9 Dex Changes resistances: +68% lightning / +3% darkness / +6% acid / +6% nature / +5% arcane / +3% light Changes resistances penetration: +10% cold Changes damage: +34% lightning / +10% all Spell save: +9 (+3 eff.) Spell crit. chance: +5% Mental crit. chance: +5% Rings can have magical properties. |
Around neck | ![]() Requires: - Level 35 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Changes damage: +28% all Spell crit. chance: +14% Mental crit. chance: +14% Amulets can have magical properties. |
In main hand | ![]() Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 93% Wil, 56% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +76 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 light When wielded/worn: Damage (Melee): 20 lightning / 17 acid Changes stats: +4 Str / +6 Dex / +5 Mag / +11 Wil / +19 Cun / +3 Con Changes resistances: +8% lightning / +6% light / +20% acid Changes resistances penetration: +17% lightning / +17% acid Changes damage: +18% lightning / +17% acid Talent granted: +1 Attune Mindstar Life regen: +6.00 Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +3.00 Maximum life: +50.00 Mindpower: +47 (+8 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | ![]() Requires: - Level 35 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: +5% Changes resistances: +30% lightning Stun/Freeze immunity: +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
In off hand | ![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 93% Wil, 56% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +76 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 11 lightning Changes stats: +5 Str / +5 Dex / +4 Mag / +4 Wil / +9 Cun / +5 Con Changes resistances: +12% lightning Changes resistances penetration: +15% lightning Changes damage: +31% lightning / +20% fire / +12% cold Talent masteries: +0.10 Psionic / Focus +0.10 Psionic / Projection Talent granted: +1 Attune Mindstar Mindpower: +19 (+4 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() Requires: - Level 35 Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances penetration: +15% arcane Changes damage: +14% arcane / +30% lightning Critical mult.: +30.00% Mana each turn: +0.28 Maximum mana: +77.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +11% Light radius: +3 Infravision radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Level 25 Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +8 Str / +8 Mag / +11 Wil Changes resistances: +13% lightning / +13% cold / +13% all Changes damage: +39% lightning / +15% physical / +30% fire / +24% cold Critical mult.: +20.20% Mental save: +9 (+2 eff.) Equilibrium when hit: +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() Requires: - Level 35 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Changes damage: +28% all Spell crit. chance: +14% Mental crit. chance: +14% Amulets can have magical properties. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / 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 not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Requires: - Level 35 Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+2 eff.) Damage when hit (Melee): 2 darkness Changes stats: +3 Wil Changes resistances: +9% darkness Mental save: +6 (+1 eff.) Stun/Freeze immunity: +105% Life regen: +28.00 Hate when firing a critical mind attack: +3.00 Maximum life: +100.00 Maximum psi: +10.00 Spellpower: +13 (+4 eff.) Mindpower: +15 (+3 eff.) Healing mod.: +20% Rings can have magical properties. |
![]() Requires: - Level 35 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +18 (+5 eff.) Physical crit. chance: +5.0% Physical power: +15 (+3 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 39% Damage (Melee): 40 light Damage (Ranged): 38 light Changes stats: +9 Dex / +12 Mag / +3 Wil / +7 Cun Changes resistances: +6% darkness Changes damage: +29% light / +10% all Spellpower: +14 (+5 eff.) Spell crit. chance: +5% Mindpower: +13 (+3 eff.) Mental crit. chance: +5% Rings can have magical properties. |
![]() Requires: - Level 35 Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Damage (Melee): 31 light Damage (Ranged): 28 light Damage when hit (Melee): 8 light Changes stats: +19 Mag / +9 Wil / +4 Cun Changes resistances: +32% light Changes damage: +36% light / +10% all Spellpower: +11 (+4 eff.) Spell crit. chance: +5% Mental crit. chance: +5% Infravision radius: +3 Rings can have magical properties. |
![]() Requires: - Magic 18 - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 It is part of a set of items. If the sun doesn't set, dawn's power lasts forever. Base power: 50.0 - 70.0 Uses stats: 86% Wil, 25% Mag Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 30% light Damage against: +25% Undead / +25% Demon When wielded/worn: Changes resistances penetration: +25% light Changes damage: +18% light Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Combat +0.20 Celestial / Light Talents cooldown: Healing Light (-2 turns) Suncloak (-3 turns) Providence (-4 turns) Barrier (-2 turns) Spellpower: +10 (+3 eff.) Spell crit. chance: +4% Light radius: +2 It can be used to invoke dawn, inflicting 321.16 light damage in radius 5 (based on Magic) and lighting the area within radius 10 Activation costs 21 power out of 35/35. Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.5 - 19.3 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +20 light When wielded/worn: Changes stats: +8 Cun / +8 Con Changes resistances: +9% acid / +12% fire Changes resistances penetration: +25% light Talent granted: +1 Attune Mindstar Critical mult.: +23.00% Reduces incoming crit damage: 15.00% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% See invisible: +9 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Level 35 Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 36% * 20% chance to slow global speed by 78% * 20% chance to reduce damage dealt by 39% Damage when hit (Melee): 2 nature Changes stats: +4 Cun Changes resistances: +3% nature / +43% light / +15% all Changes resistances penetration: +13% mind Changes damage: +53% light / +27% darkness / +11% mind Psi each turn: +0.58 Maximum psi: +21.00 Spellpower: +7 (+2 eff.) Spell crit. chance: +8% Mindpower: +7 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Level 15 Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +15 (+3 eff.) Mental crit. chance: +15% The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
![]() Requires: - Level 35 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 (+5 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 (+7 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. |
![]() Requires: - Level 35 Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +11 (+4 eff.) Changes stats: +9 Dex / +6 Wil / +5 Cun / +10 Con Changes resistances: +3% light Changes resistances penetration: +10% mind / +8% physical Critical mult.: +10.00% Physical save: +20 (+6 eff.) Mental save: +26 (+6 eff.) Equilibrium when hit: +0.08 Mindpower: +5 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 25 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() Requires: - Level 35 Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 39% Damage when hit (Melee): 6 light Changes resistances: +22% fire Changes resistances penetration: +10% darkness Changes damage: +15% fire / +30% light / +9% darkness Light radius: +3 A pointy cloth hat, very wizardly... |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() Infused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.00 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() Requires: - Level 35 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Defense: +11 (+4 eff.) Changes stats: +5 Wil Critical mult.: +16.00% Physical save: +20 (+6 eff.) Spell save: +17 (+5 eff.) Mental save: +15 (+3 eff.) Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered 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. |
![]() 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. |
![]() Requires: - Level 35 Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +4 Cun / +12 Wil Changes resistances: +18% fire Changes damage: +15% light Psi when hit: +0.16 Mindpower: +20 (+4 eff.) It can be used to sting an enemy dealing 848 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 9 turns. When used: * Increase all damage by 30% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By MIYAGUZI-MKII the Cornac Mindslayer level 30
5th Flare 123rd year of Ascendancy at 05:41 see stats
By MIYAGUZI-MKII the Cornac Mindslayer level 43
11st Pyre 124th year of Ascendancy at 22:11 see stats
By MIYAGUZI-MKII the Cornac Mindslayer level 50
11st Dusk 124th year of Ascendancy at 10:43 see stats
By MIYAGUZI-MKII the Cornac Mindslayer level 34
54th Dusk 123rd year of Ascendancy at 19:49 see stats
By MIYAGUZI-MKII the Cornac Mindslayer level 41
46th Regrowth 124th year of Ascendancy at 00:23 see stats
By MIYAGUZI-MKII the Cornac Mindslayer level 33
50th Dusk 123rd year of Ascendancy at 09:47 see stats
By MIYAGUZI-MKII the Cornac Mindslayer level 30
8th Dusk 123rd year of Ascendancy at 00:48 see stats
By MIYAGUZI-MKII the Cornac Mindslayer level 50
1st Pyre 125th year of Ascendancy at 20:01 see stats
By MIYAGUZI-MKII the Cornac Mindslayer level 14
29th Dusk 122nd year of Ascendancy at 03:24 see stats
By MIYAGUZI-MKII the Cornac Mindslayer level 42
4th Pyre 124th year of Ascendancy at 05:23 see stats
By MIYAGUZI-MKII the Cornac Mindslayer level 45
54th Pyre 124th year of Ascendancy at 02:09 see stats
By MIYAGUZI-MKII the Cornac Mindslayer level 31
12nd Dusk 123rd year of Ascendancy at 06:20 see stats
By MIYAGUZI-MKII the Cornac Mindslayer level 30
5th Mirth 123rd year of Ascendancy at 13:32 see stats
By MIYAGUZI-MKII the Cornac Mindslayer level 46
54th Pyre 124th year of Ascendancy at 16:54 see stats
By MIYAGUZI-MKII the Cornac Mindslayer level 18
10th Regrowth 123rd year of Ascendancy at 01:48 see stats
By MIYAGUZI-MKII the Cornac Mindslayer level 22
55th Regrowth 123rd year of Ascendancy at 01:45 see stats
By MIYAGUZI-MKII the Cornac Mindslayer level 41
49th Regrowth 124th year of Ascendancy at 10:20 see stats
By MIYAGUZI-MKII the Cornac Mindslayer level 50
9th Decay 124th year of Ascendancy at 03:00 see stats
By MIYAGUZI-MKII the Cornac Mindslayer level 46
54th Pyre 124th year of Ascendancy at 06:17 see stats
By MIYAGUZI-MKII the Cornac Mindslayer level 45
26th Pyre 124th year of Ascendancy at 13:30 see stats
By MIYAGUZI-MKII the Cornac Mindslayer level 50
58th Pyre 125th year of Ascendancy at 21:08 see stats
By MIYAGUZI-MKII the Cornac Mindslayer level 22
41st Regrowth 123rd year of Ascendancy at 00:08 see stats
By MIYAGUZI-MKII the Cornac Mindslayer level 44
23rd Pyre 124th year of Ascendancy at 13:59 see stats
By MIYAGUZI-MKII the Cornac Mindslayer level 10
10th Mirth 122nd year of Ascendancy at 12:57 see stats
By MIYAGUZI-MKII the Cornac Mindslayer level 20
12nd Regrowth 123rd year of Ascendancy at 05:18 see stats
By MIYAGUZI-MKII the Cornac Mindslayer level 30
4th Mirth 123rd year of Ascendancy at 06:53 see stats
By MIYAGUZI-MKII the Cornac Mindslayer level 40
6th Regrowth 124th year of Ascendancy at 13:12 see stats
By MIYAGUZI-MKII the Cornac Mindslayer level 50
10th Dusk 124th year of Ascendancy at 09:12 see stats
By MIYAGUZI-MKII the Cornac Mindslayer level 50
51st Dusk 125th year of Ascendancy at 00:45 see stats
By MIYAGUZI-MKII the Cornac Mindslayer level 50
6th Decay 124th year of Ascendancy at 21:32 see stats
By MIYAGUZI-MKII the Cornac Mindslayer level 48
8th Flare 124th year of Ascendancy at 10:02 see stats
By MIYAGUZI-MKII the Cornac Mindslayer level 18
72nd Dusk 122nd year of Ascendancy at 17:46 see stats
By MIYAGUZI-MKII the Cornac Mindslayer level 28
32nd Pyre 123rd year of Ascendancy at 04:06 see stats
By MIYAGUZI-MKII the Cornac Mindslayer level 50
67th Dusk 124th year of Ascendancy at 00:19 see stats
By MIYAGUZI-MKII the Cornac Mindslayer level 21
39th Regrowth 123rd year of Ascendancy at 17:43 see stats
By MIYAGUZI-MKII the Cornac Mindslayer level 32
47th Dusk 123rd year of Ascendancy at 01:42 see stats
By MIYAGUZI-MKII the Cornac Mindslayer level 50
52nd Dusk 125th year of Ascendancy at 03:18 see stats
By MIYAGUZI-MKII the Cornac Mindslayer level 29
75th Pyre 123rd year of Ascendancy at 15:21 see stats
By MIYAGUZI-MKII the Cornac Mindslayer level 10
3rd Summertide 122nd year of Ascendancy at 09:26 see stats
By MIYAGUZI-MKII the Cornac Mindslayer level 50
6th Decay 124th year of Ascendancy at 02:22 see stats
By MIYAGUZI-MKII the Cornac Mindslayer level 50
74th Dusk 125th year of Ascendancy at 20:04 see stats
By MIYAGUZI-MKII the Cornac Mindslayer level 6
79th Pyre 122nd year of Ascendancy at 08:36 see stats
By MIYAGUZI-MKII the Cornac Mindslayer level 36
1st Haze 123rd year of Ascendancy at 14:44 see stats
By MIYAGUZI-MKII the Cornac Mindslayer level 41
67th Regrowth 124th year of Ascendancy at 06:20 see stats
By MIYAGUZI-MKII the Cornac Mindslayer level 40
8th Regrowth 124th year of Ascendancy at 07:08 see stats
By MIYAGUZI-MKII the Cornac Mindslayer level 28
29th Pyre 123rd year of Ascendancy at 07:51 see stats
By MIYAGUZI-MKII the Cornac Mindslayer level 25
23rd Pyre 123rd year of Ascendancy at 21:36 see stats
Log
There is an item here: Eilinowen the dwarven lantern
There is an item here: Hanuroddagas [power 79] (12 cooldown)
There is an item here: Ethereal Embrace (10 def, 0 armour)
There is an item here: Xanuna
There is an item here: voratun torque of clear mind [power 5] (15 cooldown)
There is an item here: steel torque of clear mind [power 2] (15 cooldown)
There is an item here: soothing iron torque of mindblast [power 110] (9 cooldown)
There is an item here: Spectral Cage
There is an item here: Cinderfeet (3 def, 5 armour)
There is an item here: Frost Treads (1 def, 4 armour)
There is an item here: Rimefury the elven-silk cloak (3 def, 0 armour)
There is an item here: Loriradir the Rimeblast
There is an item here: Thermal Focus (14-15.4 power, 32 apr, fire damage)
There is an item here: voratun torque of clear mind [power 5] (15 cooldown)
There is an item here: steel torque of clear mind [power 2] (15 cooldown)
There is an item here: soothing iron torque of mindblast [power 110] (9 cooldown)
There is a teleportation circle to the surface here (press '' or right click to use).
MIYAGUZI-MKII deactivates Beyond the Flesh.
MIYAGUZI-MKII deactivates Psiblades.
MIYAGUZI-MKII deactivates Charged Aura.
MIYAGUZI-MKII deactivates Kinetic Aura.
MIYAGUZI-MKII deactivates Thermal Shield.
MIYAGUZI-MKII deactivates Heartstart.
MIYAGUZI-MKII deactivates Charged Shield.
MIYAGUZI-MKII deactivates Skate.