










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.0Donators/Buyers bonus! 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 | Normal Adventure |
Sex | Male |
Race | Ogre |
Class | Marauder |
Level / Exp | 50 / 1000% |
Size | huge |
Lifes / Deaths | Killed by snow giant thunderer at level 18 on the 43rd Dusk 122nd year of Ascendancy at 04:55 0 / 7Killed by Rantha the Worm at level 19 on the 46th Dusk 122nd year of Ascendancy at 01:46 Killed by corrupted vampire at level 23 on the 8th Decay 122nd year of Ascendancy at 13:54 Killed by ian the bold's Inner Demon at level 29 on the 41st Regrowth 123rd year of Ascendancy at 15:07 Killed by ian the bold's Inner Demon at level 29 on the 41st Regrowth 123rd year of Ascendancy at 16:22 Killed by onilug at level 35 on the 36th Pyre 123rd year of Ascendancy at 19:45 Killed by ghast at level 36 on the 62nd Pyre 123rd year of Ascendancy at 13:30 |
Primary Stats
Strength | 149 (base 60) |
Dexterity | 125 (base 60) |
Constitution | 41 (base 16) |
Magic | 44 (base 16) |
Willpower | 56 (base 38) |
Cunning | 109 (base 60) |
Resources
Life | 1494/1494 |
Stamina | 402/402 |
Healing Factor | 1.4281403954778 |
Regeneration | 28.919843008426 |
Speed
Mental | +10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 6 |
See Stealth | 51.332211946115 |
See Invisible | 51.332211946115 |
Offense: Mainhand
Damage | 186 |
Accuracy | 84 |
Crit Chance | 99% |
APR | 68 |
Speed | 0.91 |
Offense: Offhand
Damage | 158 |
Accuracy | 84 |
Crit Chance | 99% |
APR | 68 |
Speed | 0.91 |
Offense: Spell
Spellpower | 32 |
Crit Chance | 54% |
Speed | 1 |
Offense: Mind
Mindpower | 54 |
Crit Chance | 64% |
Speed | 1 |
Offense: Damage Bonus
Physical | +37% |
All | +27% |
Arcane | +39% |
Fire | +60% |
Nature | +45% |
Offense: Damage Penetration
Arcane | +45% |
Fire | +25% |
All | +15% |
Defense: Base
Armour (hardiness) | 84.511077022655 (89.749889547741%) |
Defense | 62 |
Ranged Defense | 62 |
Fatigue | 0 |
Physical Save | 57 |
Spell Save | 40 |
Mental Save | 56 |
Defense: Resistances
Acid | + 49%( 70%) |
Blight | + 42%( 70%) |
Arcane | + 31%( 70%) |
Cold | + 43%( 70%) |
All | + 27%( 70%) |
Lightning | + 42%( 70%) |
Light | + 38%( 70%) |
Mind | + 45%( 70%) |
Darkness | + 42%( 70%) |
Fire | + 56%( 70%) |
Nature | + 53%( 70%) |
Defense: Immunities
Fear Resistance | 100% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Confusion Resistance | 100% |
Inscriptions (6/6)
Runes | Effective talent level: 1.0 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 13 up to 7 times. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 210 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 Strength stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse 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. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1064% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 716 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 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 0 up to 5 times. Its effects scale with your Magic stat. |
Class Talents
Technique / Duelist | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Dual techniques | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 4/5 |
Technique / Battle tactics | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Technique / Throwing knives | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 5/5 |
Technique / Thuggery | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
beneficial effect | Parrying melee and ranged attacks: Has a 83% chance to deflect up to 38 damage from the next 3.1 attack(s). Parried attacks cannot crit. Parrying |
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 |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by giant venus flytrap. Escort: lost defiler (level 2 of Old Forest) | failed |
You abandoned repented thief, to death. Escort: repented thief (level 1 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved talent Track (+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 Constitution by +5. | 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. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
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 |
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: 1310. | 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 Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +10 Physical crit. chance: +8.0% Physical power: +36 (+7 eff.) Armour: +5 Fatigue: -3% Damage when hit (Melee): 4 blight Changes stats: +4 Mag / +4 Wil Changes resistances penetration: +10% arcane Maximum encumbrance: +45 Physical save: +14 (+4 eff.) It can be used to blink to a nearby random location (rad 10) Activation puts all charms on cooldown for 18 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 2 arcane / 33 fire Changes resistances: +16% fire Changes resistances penetration: +20% arcane / +15% all Changes damage: +33% fire Mental save: +11 (+4 eff.) Mindpower: +12 (+4 eff.) Mental crit. chance: +10% Light radius: +12 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +3 (+1 eff.) Armour: +6 Defense: +20 (+5 eff.) Fatigue: +3% Effects on melee hit: * 10% chance to slow global speed by 60% Changes stats: +10 Str / +8 Dex / +4 Con Only die when reaching: -40.00 life Maximum stamina: +20.00 Infravision radius: +2 Skullcracker multiplicator: +3 It can be used to activate talent Skullcracker, placing all other charms into a 15 cooldown : Effective talent level: 3.9 Power cost: 15 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 1118.0 Physical damage. If the attack hits, the target is confused (46% effect) for 5 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 cap made of leather. |
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. |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to create a shield absorbing up to 434 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 11 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Changes stats: +7 Cun / +10 Dex Changes resistances: +15% acid / +24% fire / +21% lightning / +22% cold Rings make your fingers look great! |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Armour: +4 Defense: +10 (+3 eff.) Changes stats: +10 Cun / +9 Dex Changes resistances: +36% nature Changes damage: +12% arcane / +18% nature / +10% all Life regen: +17.00 Mana when firing critical spell: +2.19 Maximum life: +100.00 Maximum stamina: +20.00 Spell crit. chance: +5% Mental crit. chance: +5% Healing mod.: +20% Rings make your fingers look great! |
Around neck | ![]() 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Armour: +5 Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +5% all Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Amulets make your neck look great! |
In main hand | ![]() Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +21 (+4 eff.) Changes stats: +3 Dex Combat speed: +10% Sharp, short and deadly. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Physical power: +4 (+1 eff.) Changes stats: +5 Cun / +5 Dex Critical mult.: +11.00% Mental crit. chance: +10% A belt that goes around your waist. |
In off hand | ![]() Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour penetration: +9 Physical crit. chance: +10.0% Critical mult.: +31.00% Sharp, short and deadly. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +4 Defense: +2 (+1 eff.) Changes stats: +4 Str / +3 Con Changes resistances: +5% arcane Changes resistances penetration: +10% fire Critical mult.: +5.00% Physical save: +16 (+5 eff.) Stamina each turn: +2.00 Maximum life: +55.00 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: - Massive armour training - Strength 48 Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+4 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+5 eff.) Mental save: +25 (+7 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+4 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 11 power out of 25/25) : Effective talent level: 2.0 Power cost: 11 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 9 Armour, 14 Defense and your attacks will gain 20% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 737% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 723% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 809% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 675 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 525 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1589% for 10 turns (0 total) and instantly restoring 79 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning 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. |
![]() 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: 20 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 78 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. |
![]() 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 214 damage for 3 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. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+2 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 43 power out of 60/60. The evilness of undeath radiates from this amulet. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+4 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
![]() Powered 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 26 power out of 36/36) : Effective talent level: 4.0 Power cost: 26 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (132). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). 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. |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 43 power out of 60/60) : Effective talent level: 2.0 Power cost: 43 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Damage (Melee): 7 light / 8 darkness Effects when hit in melee: * 9% chance to reduce damage dealt by 26% * 7% chance to blind Changes damage: +7% physical / +11% light / +7% darkness Combat speed: +10% Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +7 (+1 eff.) Changes damage: +7% physical Combat speed: +10% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +15% fire / +10% cold Blindness immunity: +26% Infravision radius: +5 Sight radius: +2 See invisible: +5 Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +3 Con Physical save: +11 (+4 eff.) Life regen: +6.00 Maximum life: +54.00 Amulets make your neck look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage (Melee): 9 light / 7 darkness Effects when hit in melee: * 11% chance to reduce damage dealt by 26% * 8% chance to blind Changes stats: +7 Str / +6 Dex / +7 Wil Changes damage: +13% light / +11% darkness Amulets make your neck look great! |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 8 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. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+5 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 81.83 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s) Activation costs 23 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 36 power out of 50/50) : Effective talent level: 2.0 Power cost: 36 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 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. |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +10 Wil Changes resistances: +26% acid / +20% cold Changes damage: +13% acid / +10% cold Critical mult.: +5.00% Mindpower: +5 (+2 eff.) Mental crit. chance: +1% Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+3 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+5 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 5 power out of 6/6) : Effective talent level: 4.0 Power cost: 5 out of 6/6. Range: 10 Travel Speed: 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 150.12 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
![]() Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +21 (+4 eff.) Armour penetration: +13 Defense: +26 (+7 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 32 Changes resistances: +15% fire Changes resistances penetration: +15% mind Changes damage: +3% mind / +6% fire Stun/Freeze immunity: +20% Life regen: +6.00 Movement speed: +17% Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 2.6 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 159% 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. Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +7 Str / +5 Con Life regen: +11.00 Maximum life: +58.00 Healing mod.: +13% Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 13% chance to reduce all saves and defense by 32 Damage (Melee): 11 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 32 Damage (Ranged): 15 physical Changes stats: +5 Cun Changes resistances: +3% all Hate when firing a critical mind attack: +1.00 Maximum hate: +10.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 15 cooldown : Effective talent level: 3.9 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 306% weapon damage over 7 turns, and all healing will be reduced by 62%. Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Changes resistances: +8% blight / +11% nature / +4% all Poison immunity: +22% Disease immunity: +13% Life regen: +13.00 Maximum life: +47.00 Healing mod.: +13% Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +10 Defense: +12 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 2.6 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 159% 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. Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +6 (+1 eff.) Changes resistances: +22% acid Changes damage: +11% acid / +6% all Spellpower: +10 (+5 eff.) Mindpower: +6 (+2 eff.) Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+3 eff.) Changes damage: +6% all Spellpower: +13 (+6 eff.) Mindpower: +7 (+3 eff.) Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+3 eff.) Changes resistances: +15% blight Changes damage: +15% blight / +6% all Spellpower: +12 (+6 eff.) Mindpower: +13 (+5 eff.) Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +4 Cun Blindness immunity: +34% Infravision radius: +4 See stealth: +7 See invisible: +16 Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +4 Cun / +4 Dex Changes resistances: +12% blight Changes damage: +12% blight Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Changes stats: +5 Cun / +4 Dex Life regen: +5.00 Maximum life: +44.00 Healing mod.: +11% Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Cun / +7 Wil Mindpower: +8 (+3 eff.) Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Physical power: +9 (+2 eff.) Changes damage: +15% all Spellpower: +10 (+5 eff.) Spell crit. chance: +4% Mindpower: +10 (+4 eff.) Mental crit. chance: +4% Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 32 Damage (Melee): 13 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 32 Damage (Ranged): 17 physical Changes stats: +5 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 15 cooldown : Effective talent level: 5.2 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 171% weapon damage. If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 69%. Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +16% acid / +24% fire / +15% lightning / +19% cold Rings make your fingers look great! |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Mental save: +5 (+2 eff.) Confusion immunity: +20% Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Disarm immunity: +20% Pinning immunity: +29% Knockback immunity: +27% Maximum life: +20.00 Rings make your fingers look great! |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 32 Damage (Melee): 21 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 32 Damage (Ranged): 23 physical Changes stats: +8 Cun Changes resistances: +12% nature / +5% blight Poison immunity: +27% Disease immunity: +23% Hate when firing a critical mind attack: +2.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 15 cooldown : Effective talent level: 2.6 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 150% weapon damage. If the attack hits, the target will bleed for 287% weapon damage over 7 turns, and all healing will be reduced by 53%. Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Damage when hit (Melee): 34 darkness Changes stats: +7 Mag / +7 Wil Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +29 (+12 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +19 (+4 eff.) Armour penetration: +13 Defense: +14 (+4 eff.) Changes stats: +5 Str / +13 Dex / +5 Mag / +5 Wil / +13 Cun / +5 Con It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 2.6 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 159% 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. Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Effects on melee hit: * 17% chance to reduce all saves and defense by 32 Damage (Melee): 26 physical Effects on ranged hit: * 17% chance to reduce all saves and defense by 32 Damage (Ranged): 16 physical Changes stats: +6 Cun Changes damage: +10% all Hate when firing a critical mind attack: +3.00 Maximum hate: +12.00 Spell crit. chance: +5% Mental crit. chance: +5% It can be used to activate talent Bleeding Edge, placing all other charms into a 15 cooldown : Effective talent level: 3.9 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 306% weapon damage over 7 turns, and all healing will be reduced by 62%. Rings make your fingers look great! |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +12 Defense: +11 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 2.6 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 159% 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. Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Life regen: +8.00 Maximum life: +64.00 Healing mod.: +11% Rings make your fingers look great! |
![]() Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stats: 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+3 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+3 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
![]() Requires: - Willpower 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 30% Wil, 40% Dex, 30% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +40 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+1 eff.) Physical power: +15 (+3 eff.) Changes resistances penetration: +30% physical Talent mastery: +0.20 Psionic / Augmented striking It can be used to fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage Activation costs 8 power out of 10/10. A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
![]() Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stats: 55% Mag, 35% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+6 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 29 power out of 50/50) : Effective talent level: 2.0 Power cost: 29 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 9.92 acid and 9.92 blight damage. If not cleared after five turns it will inflict 56.34 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 43% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
![]() Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 35% Dex, 30% Cun, 35% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +22.0% Attack speed: 100% When this weapon hits: Poisonous Bite (20% chance level 3). On weapon crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target Damage conversion: 30% darkness When wielded/worn: Armour: +15 Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Talent granted: +5 Toxic Death Poison immunity: +100% Light radius: -2 This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
![]() Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 55% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals 60 physical damage increased by 1% for each 1% life the target has lost When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
![]() Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 10.0 - 13.0 Uses stats: 20% Str, 20% Dex Damage type: Darkness Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Darkness damage. When wielded/worn: Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
![]() Requires: - Dexterity 24 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.5 - 22.8 Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 14% chance to reduce all saves and defense by 32 Damage (Melee): +13 mind When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 26% Changes stats: +3 Str / +1 Mag / +3 Wil / +2 Cun Changes damage: +21% darkness / +6% light Sharp, short and deadly. |
![]() Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
![]() Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 35% Str, 20% Mag, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Base power: 10.0 - 13.0 Uses stats: 20% Str, 20% Dex Damage type: Light Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Light damage. When wielded/worn: Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
![]() Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+4 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+5 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 50% Dex, 15% Mag, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 15 power out of 20/20) : Effective talent level: 3.0 Power cost: 15 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 103.95 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 24.0 - 31.2 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +11 (+3 eff.) Disarm immunity: +34% Sharp, short and deadly. |
![]() Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 16.0 - 20.8 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +5 (+2 eff.) Disarm immunity: +21% Sharp, short and deadly. |
![]() Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 30.0 - 39.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Curse of Vulnerability (20% chance level 4). When wielded/worn: Accuracy: +8 (+1 eff.) Defense: +8 (+2 eff.) Disarm immunity: +26% Sharp, short and deadly. |
![]() Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 27.5 - 35.8 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +10 nature When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +9 (+3 eff.) Disarm immunity: +27% Sharp, short and deadly. |
![]() Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 30.5 - 39.6 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Accuracy: +11 (+2 eff.) Defense: +8 (+2 eff.) Disarm immunity: +31% Sharp, short and deadly. |
![]() Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.5 - 38.4 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (radius 2) on crit: +25 fire When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Changes resistances penetration: +13% fire Critical mult.: +11.00% Global speed: +5% Sharp, short and deadly. |
![]() Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 25.5 - 33.1 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +14 cold Sharp, short and deadly. |
![]() Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 39.0 - 50.7 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +21 cold Sharp, short and deadly. |
![]() Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 26.5 - 34.5 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Sharp, short and deadly. |
![]() Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 21.0 - 27.3 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +6.0% Attack speed: 100% Damage Shield penetration (this weapon only): +12% Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 51.0 - 66.3 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (radius 1) on hit: +14 fire Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 36.5 - 47.5 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +6 darkness Damage against: +12% Living Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 15% chance to reduce strength, dexterity, and constitution by 18 Damage (Melee): +11 blight / +6 temporal When wielded/worn: Changes resistances: +10% temporal Disease immunity: +21% Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +14 (+3 eff.) Physical crit. chance: +10.0% Changes stats: +4 Dex Combat speed: +10% Sharp, short and deadly. |
![]() Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 40.5 - 52.6 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (radius 2) on crit: +37 lightning / +30 cold When wielded/worn: Changes resistances penetration: +19% lightning / +13% cold Movement speed: +36% Sharp, short and deadly. |
![]() Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.0 - 37.7 Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 28% Damage (Melee): +20 acid When wielded/worn: Accuracy: +17 (+3 eff.) Damage when hit (Melee): 10 darkness Changes stats: +4 Dex Changes resistances: +12% acid / +15% fire Combat speed: +10% Sharp, short and deadly. |
![]() Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.5 - 38.4 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Wound the target dealing 312 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +9.0% Physical power: +18 (+4 eff.) Changes stats: +3 Con Changes resistances penetration: +7% physical Disarm immunity: +17% Sharp, short and deadly. |
![]() 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 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. |
![]() Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Cut immunity: -25% Maximum vim: +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
![]() Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 55 acid damage (1/turn) When wielded/worn: Changes resistances penetration: +27% acid Changes damage: +27% acid Sharp, long, and deadly. |
![]() 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 (+18 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 144 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+5 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
![]() Crafted 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. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Changes resistances: +7% lightning / +7% temporal Spell save: +7 (+2 eff.) Size category: +1 A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +4 Cun / +7 Lck Changes resistances: +3% lightning / +3% light / +15% cold / +5% arcane / +3% nature Changes resistances penetration: +10% acid Trap disarming bonus: +8 Stealth bonus: +8 Infravision radius: +4 A belt that goes around your waist. |
![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Cun / +8 Wil Changes resistances: +12% lightning / +7% fire / +3% blight / +8% cold Changes resistances penetration: +20% lightning Changes damage: +6% lightning / +9% blight Damage against: +30% Summoned Reduced damage from: +20% Summoned Mental save: +7 (+3 eff.) Maximum life: +46.00 A belt that goes around your waist. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +5 Str / +6 Con Physical save: +8 (+3 eff.) Mental save: +11 (+4 eff.) Mindpower: +6 (+2 eff.) Size category: +1 A belt that goes around your waist. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +5% blight Damage against: +24% Summoned Reduced damage from: +20% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +15 Defense: +17 (+5 eff.) Damage when hit (Melee): 10 fire Changes stats: +6 Con Changes resistances: +18% cold Changes resistances penetration: +25% physical Critical mult.: +20.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +15 (+4 eff.) Damage when hit (Melee): 2 light Changes stats: +8 Str / +15 Dex / +4 Cun / +12 Con Changes resistances: +3% light / +9% nature Changes resistances penetration: +5% nature Changes damage: +3% light / +7% physical Physical save: +23 (+7 eff.) Mental save: +17 (+5 eff.) Light radius: +1 Size category: +1 A pair of boots made of leather. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +5 (+2 eff.) Fatigue: -3% Stamina each turn: +0.40 Maximum life: +42.00 Movement speed: +10% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 22 cooldown : Effective talent level: 3.9 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 39% chance to evade melee and ranged attacks and 54 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Damage when hit (Melee): 6 arcane Changes stats: +2 Dex / +4 Wil / +7 Con Changes resistances penetration: +25% mind / +7% physical Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +10 (+5 eff.) Spell crit. chance: +6% Mindpower: +6 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 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 34 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to reduce all saves and defense by 32 Changes stats: +3 Dex / +2 Con Changes resistances: +12% nature Stamina each turn: +0.60 Only die when reaching: -40.00 life Maximum stamina: +23.00 A pair of boots made of leather. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +25 (+5 eff.) Armour: +8 Fatigue: +5% Damage (Melee): 11 acid Changes stats: +1 Str / +7 Dex / +1 Wil / +4 Cun Changes resistances: +8% acid Changes damage: +5% acid Reduces incoming crit damage: 10.00% Mental save: +11 (+4 eff.) Maximum life: +73.00 Light radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +5% nature Changes damage: +5% nature Spell save: +4 (+1 eff.) Maximum life: +20.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +3 Fatigue: +5% Damage (Melee): 6 acid / 6 fire / 6 cold / 7 lightning Changes stats: +3 Mag / +3 Wil / +3 Cun Changes resistances: +10% darkness Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Track, placing all other charms into a 11 cooldown : Effective talent level: 2.6 Power cost: 11 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 26 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +15 (+3 eff.) Armour: +3 Fatigue: +5% Damage (Melee): 10 darkness Changes stats: +4 Dex Changes resistances: +13% darkness Changes damage: +8% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 60% Changes stats: +8 Lck Changes resistances: +9% nature / +9% cold Changes resistances penetration: +20% nature / +25% cold Spell crit. chance: +5% Mental crit. chance: +5% A cap made of leather. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +11 Physical power: +20 (+4 eff.) Armour: +13 Defense: +14 (+4 eff.) Fatigue: +5% Effects when hit in melee: * 18% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Dex / +3 Mag / +10 Cun Changes resistances: +2% physical / +6% all Physical save: +12 (+4 eff.) Infravision radius: +2 A cap made of leather. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Str / +7 Dex Changes resistances: +13% nature Spell save: +8 (+3 eff.) Maximum life: +48.00 Healing mod.: +17% Skullcracker multiplicator: +2 It can be used to activate talent Skullcracker, placing all other charms into a 15 cooldown : Effective talent level: 3.9 Power cost: 15 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 1118.0 Physical damage. If the attack hits, the target is confused (46% effect) for 5 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. |
![]() Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+3 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+5 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
![]() Requires: - Massive armour training - Constitution 150 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +50 Defense: +40 (+10 eff.) Fatigue: +70% Changes stats: +15 Str / +25 Mag Changes resistances: +10% all Physical save: +35 (+10 eff.) Spell save: +35 (+12 eff.) Life regen: +10.00 Maximum life: +270.00 Spellpower: +25 (+11 eff.) 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
![]() Requires: - Massive armour training - Strength 60 Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +32% Changes stats: +10 Con Changes resistances: +28% cold / +6% fire / -15% light / +12% darkness Physical save: +10 (+3 eff.) Spell save: +7 (+2 eff.) Mental save: +8 (+3 eff.) A suit of armour made of metal plates. |
![]() Requires: - Massive armour training - Strength 48 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +20 Fatigue: +16% Changes stats: +6 Str / +4 Con Physical save: +8 (+3 eff.) Maximum life: +62.00 A suit of armour made of metal plates. |
![]() Requires: - Massive armour training - Strength 48 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Changes stats: +4 Str / +4 Con Changes resistances: +9% acid / +9% physical / +9% fire / +8% lightning / +12% cold Talent cooldown: Rush (-5 turns) Disarm immunity: +26% Stun/Freeze immunity: +25% Knockback immunity: +28% Maximum life: +46.00 A suit of armour made of metal plates. |
![]() Requires: - Massive armour training - Strength 60 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +23 Fatigue: +22% Changes stats: +7 Str Changes resistances: +5% acid / +20% physical / +14% darkness / +9% cold / +6% lightning / +9% fire Light radius: +2 It can be used to activate talent Track, placing all other charms into a 22 cooldown : Effective talent level: 2.6 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 26 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() Requires: - Massive armour training - Strength 60 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +30 Fatigue: +22% Changes resistances: +16% fire A suit of armour made of metal plates. |
![]() Requires: - Massive armour training - Strength 48 Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Damage (Melee): 12 acid / 13 fire Damage when hit (Melee): 10 acid / 10 fire Changes resistances: +19% acid / +17% fire A suit of armour made of metal plates. |
![]() Requires: - Massive armour training - Strength 48 Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Damage (Melee): 12 acid / 9 fire Damage when hit (Melee): 8 acid / 11 fire Changes resistances: +17% acid / +13% fire / +6% physical Physical save: +15 (+5 eff.) A suit of armour made of metal plates. |
![]() Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 68.0 - 95.2 Uses stats: 70% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +100 Crit. chance: +10.0% Capacity: 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
![]() 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: 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. |
![]() 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. |
![]() 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 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 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. |
![]() 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 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) 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 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Maximum life: +21.00 Maximum stamina: +18.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances: +7% darkness / +7% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 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. |
![]() 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 / 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 (+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. |
![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% blight Changes damage: +6% nature Disease immunity: +10% Maximum life: +40.00 Light radius: +3 Healing mod.: +5% 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. |
![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +9% fire / +9% darkness / +12% nature Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +62.00 Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Defense: +12 (+3 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 13 power out of 35/35) : Effective talent level: 2.6 Power cost: 13 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 26 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 8 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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 / 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 / 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. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 22 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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 145 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. |
![]() 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 545.20 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 18 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
![]() 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. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to blast the opponent's mind dealing 254 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 11 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to blast the opponent's mind dealing 508 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 11 turns. When used: * Reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all damage taken by 153 for 5 turns Activation puts all charms on cooldown for 18 turns. When used: * Reduce fatigue by 43% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Armour: +6 Damage when hit (Melee): 2 physical Changes resistances: +3% blight Confusion immunity: +20% Healing mod.: +10% It can be used to heal yourself and all friendly characters within 10 spaces for 662 Activation puts all charms on cooldown for 14 turns. When used: * Reduce fatigue by 41% for 2 turns. * Gain a 30% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+3 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 452 Activation puts all charms on cooldown for 11 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 266 Activation puts all charms on cooldown for 11 turns. When used: * Increase all damage by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 374 Activation puts all charms on cooldown for 11 turns. When used: * Heal for 80. Natural totems are made by powerful wilders to store nature power. |
![]() 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. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 60% * 20% chance to reduce strength, dexterity, and constitution by 18 Damage when hit (Melee): 2 nature Changes stats: +3 Cun / +3 Con Maximum wards: +3 blight / +5 temporal / +5 acid / +5 cold Talent granted: +1 Ward It can be used to create a shield absorbing up to 494 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Gain a 27% chance to evade weapon attacks for 2 turns. * Increase all damage penetration by 26% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes resistances: +6% lightning / +3% nature Changes resistances penetration: +25% blight Physical save: +18 (+5 eff.) Mental save: +9 (+3 eff.) Confusion immunity: +20% Life regen: +4.00 It can be used to create a shield absorbing up to 296 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 19% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to create a shield absorbing up to 272 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 32 Damage when hit (Melee): 10 cold Changes damage: +18% mind / +6% cold It can be used to create a shield absorbing up to 416 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 26% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to create a shield absorbing up to 710 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 18 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 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 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 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. |
![]() 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 / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By ian the bold the Ogre Marauder level 28
25th Regrowth 123rd year of Ascendancy at 11:41 see stats
By ian the bold the Ogre Marauder level 47
8th Decay 123rd year of Ascendancy at 08:34 see stats
By ian the bold the Ogre Marauder level 32
49th Regrowth 123rd year of Ascendancy at 10:58 see stats
By ian the bold the Ogre Marauder level 36
40th Pyre 123rd year of Ascendancy at 23:53 see stats
By ian the bold the Ogre Marauder level 31
47th Regrowth 123rd year of Ascendancy at 03:52 see stats
By ian the bold the Ogre Marauder level 18
44th Dusk 122nd year of Ascendancy at 15:18 see stats
By ian the bold the Ogre Marauder level 19
53rd Dusk 122nd year of Ascendancy at 21:15 see stats
By ian the bold the Ogre Marauder level 30
43rd Regrowth 123rd year of Ascendancy at 23:42 see stats
By ian the bold the Ogre Marauder level 18
44th Dusk 122nd year of Ascendancy at 01:56 see stats
By ian the bold the Ogre Marauder level 50
27th Regrowth 124th year of Ascendancy at 17:18 see stats
By ian the bold the Ogre Marauder level 17
21st Dusk 122nd year of Ascendancy at 12:41 see stats
By ian the bold the Ogre Marauder level 26
10th Allure 123rd year of Ascendancy at 09:30 see stats
By ian the bold the Ogre Marauder level 36
69th Pyre 123rd year of Ascendancy at 18:35 see stats
By ian the bold the Ogre Marauder level 48
15th Regrowth 124th year of Ascendancy at 07:50 see stats
By ian the bold the Ogre Marauder level 44
62nd Haze 123rd year of Ascendancy at 12:36 see stats
By ian the bold the Ogre Marauder level 49
16th Regrowth 124th year of Ascendancy at 23:29 see stats
By ian the bold the Ogre Marauder level 26
11st Regrowth 123rd year of Ascendancy at 13:23 see stats
By ian the bold the Ogre Marauder level 35
29th Pyre 123rd year of Ascendancy at 05:29 see stats
By ian the bold the Ogre Marauder level 10
7th Mirth 122nd year of Ascendancy at 17:39 see stats
By ian the bold the Ogre Marauder level 20
59th Dusk 122nd year of Ascendancy at 03:56 see stats
By ian the bold the Ogre Marauder level 30
43rd Regrowth 123rd year of Ascendancy at 02:51 see stats
By ian the bold the Ogre Marauder level 40
23rd Dusk 123rd year of Ascendancy at 09:10 see stats
By ian the bold the Ogre Marauder level 50
20th Regrowth 124th year of Ascendancy at 01:06 see stats
By ian the bold the Ogre Marauder level 46
8th Decay 123rd year of Ascendancy at 06:32 see stats
By ian the bold the Ogre Marauder level 40
23rd Dusk 123rd year of Ascendancy at 21:19 see stats
By ian the bold the Ogre Marauder level 22
26th Haze 122nd year of Ascendancy at 08:37 see stats
By ian the bold the Ogre Marauder level 35
29th Pyre 123rd year of Ascendancy at 03:58 see stats
By ian the bold the Ogre Marauder level 25
2nd Wintertide 123rd year of Ascendancy at 09:48 see stats
By ian the bold the Ogre Marauder level 30
44th Regrowth 123rd year of Ascendancy at 03:02 see stats
By ian the bold the Ogre Marauder level 50
27th Regrowth 124th year of Ascendancy at 17:17 see stats
By ian the bold the Ogre Marauder level 9
5th Mirth 122nd year of Ascendancy at 20:33 see stats
By ian the bold the Ogre Marauder level 39
10th Dusk 123rd year of Ascendancy at 10:23 see stats
By ian the bold the Ogre Marauder level 23
36th Haze 122nd year of Ascendancy at 02:58 see stats
By ian the bold the Ogre Marauder level 50
27th Regrowth 124th year of Ascendancy at 17:18 see stats
By ian the bold the Ogre Marauder level 45
66th Haze 123rd year of Ascendancy at 00:02 see stats
By ian the bold the Ogre Marauder level 12
6th Flare 122nd year of Ascendancy at 15:18 see stats
By ian the bold the Ogre Marauder level 39
22nd Dusk 123rd year of Ascendancy at 17:20 see stats
By ian the bold the Ogre Marauder level 33
76th Regrowth 123rd year of Ascendancy at 20:38 see stats
By ian the bold the Ogre Marauder level 23
35th Haze 122nd year of Ascendancy at 07:08 see stats
By ian the bold the Ogre Marauder level 29
42nd Regrowth 123rd year of Ascendancy at 16:07 see stats
By ian the bold the Ogre Marauder level 20
60th Dusk 122nd year of Ascendancy at 01:47 see stats
By ian the bold the Ogre Marauder level 27
22nd Regrowth 123rd year of Ascendancy at 06:25 see stats
Log
You gain 5.66 gold from the transmogrification of truestriking voratun longsword (42-60 power, 6 apr).
You gain 5.30 gold from the transmogrification of acidic voratun longsword of crippling (44-61 power, 6 apr).
You gain 17.85 gold from the transmogrification of stormbringer's dragonbone longbow of piercing.
You gain 4.89 gold from the transmogrification of slime-covered voratun greatmaul of erosion (66-99 power, 4 apr).
You gain 9.53 gold from the transmogrification of blazebringer's voratun greatmaul of amnesia (65-98 power, 4 apr).
You gain 8.64 gold from the transmogrification of balanced voratun dagger of disruption (39-51 power, 9 apr).
You gain 2.45 gold from the transmogrification of acidic voratun battleaxe of massacre (76-114 power, 4 apr).
You gain 0.75 gold from the transmogrification of voratun ring.
You gain 10.05 gold from the transmogrification of warmaker's voratun amulet of magic (+10).
You gain 1.83 gold from the transmogrification of acid wave rune (damage 212; dur 4; cd 20).
You gain 2.04 gold from the transmogrification of regeneration infusion (heal 514; 14 cd).
There is an exit to the worldmap here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Lore found: All Hail Queen Mirvenia the Inspirer!
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: All Hail King Toknor the Brave!
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: Declaration of the Unification of the Allied Kingdoms
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: Declaration of the Unification of the Allied Kingdoms
You can read all your collected lore in the game menu, by pressing Escape.
Saving game...
Saving done.