Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 0.9.43 |
| Addons | Werebeast Class 0.9.42 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Berserker |
| Level / Exp | 50 / 946% |
| Size | small |
| Lifes / Deaths | Killed by Assassin Lord at level 16 on the 39th Dusk 122nd year of Ascendancy at 15:52 4 / 3Killed by elven guard at level 24 on the 13rd Regrowth 123rd year of Ascendancy at 10:32 Killed by orc soldier at level 31 on the 24th Dusk 123rd year of Ascendancy at 16:19 |
Primary Stats
| Strength | 90 (base 60) |
| Dexterity | 65 (base 31) |
| Constitution | 99 (base 60) |
| Magic | 38 (base 7) |
| Willpower | 59 (base 33) |
| Cunning | 70 (base 41) |
Resources
| Mana | 679/679 |
| Psi | 149/149 |
| Life | 2129/2129 |
| Stamina | 370/370 |
| Equilibrium | 0 |
| Healing Factor | 2.11 |
| Regeneration | 22.8935 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 6 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 242 |
| Accuracy | 86 |
| Crit Chance | 69% |
| APR | 34 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 42% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 43.1 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +17% |
| Lightning | +13% |
| All | +7% |
Offense: Damage Penetration
| Arcane | +25% |
| Mind | +5% |
| Physical | +15% |
Defense: Base
| Armour (hardiness) | 85.3 (100%) |
| Defense | 30.475 |
| Ranged Defense | 32.475 |
| Fatigue | 17.5 |
| Physical Save | 62.46875 |
| Spell Save | 62.16875 |
| Mental Save | 46.625 |
Defense: Resistances
| Lightning | + 27%( 70%) |
| Mind | + 29%( 70%) |
| Nature | + 30%( 70%) |
| Physical | + 34%( 70%) |
| Arcane | + 49%( 70%) |
| Cold | + 45%( 70%) |
| All | + 22%( 70%) |
Defense: Immunities
| Pinning Resistance | 95% |
| Bleed Resistance | 60% |
| Stun Resistance | 100% |
| Poison Resistance | 60% |
| Blind Resistance | 50% |
Inscriptions (5/5)
| Infusion | Effective talent level: 1.0 HeroismUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to increase three of your primary stats by 18 for 10 turns. Also while Heroism is active you will only die when reaching -478 life. However, when below 0 you cannot see how much life you have left and you will die if you did not heal before the effect ends. It will always increase your three highest stats. Its effects scale with your Strength stat. |
| Infusion | Effective talent level: 1.0 WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 21% for 6 turns. |
| Infusion | Effective talent level: 1.0 RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 722 life over 5 turns. Its effects scale with your Constitution stat. |
| Rune | Effective talent level: 1.0 ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is Spell: true Description: Activate the rune to create a protective shield absorbing at most 528 damage for 6 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Two-handed maiming | 1.60 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.60 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Technique / Two-handed weapons | 1.60 |
| 3/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Technique / Combat veteran | 1.60 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.80 |
| 5/5 |
| 10/10 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Berserker |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You failed to protect the injured seer from death by slimy ooze. Escort: injured seer (level 7 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Light of Foot (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 Dragon. | 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished the Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. You used the key inside the ruins of Nur and found a way into the fortress of old. The Weirdling Beast is dead, freeing the way into the fortress itself. You have activated what seems to be a ... butler? with your rod of recall. The fortress shadow has asked that you come back as soon as possible. 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: 1074. | 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. | 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 south east and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of voratun boots 'Xutta' (0 def, 5 armour) pair of voratun boots 'Xutta' (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +12.0% Physical power: +12 Armour: +5 Fatigue: +4% Changes stats: +6 Mag / +5 Wil / +6 Con Changes resistances penetration: +5% arcane Physical save: +12 Spell save: +8 Mental save: +15 Maximum mana: +40.00 Lowers spell cool-downs by: 10% Defense after a teleport: +10 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | healer's alchemist's lamp of health healer's alchemist's lamp of healthInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +53.00 Light radius: +3 Healing mod.: +18% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | leafwalker's drakeskin leather cap of might (0 def, 5 armour) leafwalker's drakeskin leather cap of might (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 Armour: +5 Fatigue: +5% Changes stats: +4 Str / +3 Con Changes resistances: +10% nature Spell save: +7 Maximum life: +78.00 Healing mod.: +19% A cap made of leather. |
| Tool | Ivibeth of clear mind [power 3] (20 cooldown) Ivibeth of clear mind [power 3] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +4 Str / +3 Con Changes resistances: +3% mind Changes resistances penetration: +5% mind Allows you to breathe in: water It can be used to absorbs and nullifies at most 3 detrimental mental status effects in the next 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Archery - slings +0.30 Technique / Thuggery +0.30 Technique / Superiority +0.30 Technique / Two-handed weapons +0.30 Technique / Combat veteran +0.30 Technique / Warcries +0.30 Technique / Shield offense +0.30 Technique / Two-handed maiming +0.30 Technique / Combat techniques +0.30 Technique / Archery - bows +0.30 Technique / Dual techniques +0.30 Technique / Combat training +0.30 Technique / Shield defense +0.30 Technique / Archery prowess +0.30 Technique / Archery training +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
| On fingers | warrior's voratun ring of life warrior's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +16 Changes stats: +8 Str Life regen: +1.90 Maximum life: +91.00 Healing mod.: +24% Rings can have magical properties. |
| Around waist | Shimmerfist ShimmerfistPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Mag / +8 Wil Changes resistances: +3% lightning Changes damage: +6% lightning Physical save: +13 Life regen: +1.10 Mana each turn: +0.08 Spell crit. chance: +5% Healing mod.: +30% A belt that goes around your waist. |
| In main hand | Crystalline Voratun greatmaul (78.75-118.125 power, 4 apr) Crystalline Voratun greatmaul (78.75-118.125 power, 4 apr)Requires: - Strength 48 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 5 It must be held with both hands. It is part of a set of items. The set is complete. Base power: 78.8 - 118.1 Uses stat: 120% Str Damage type: Arcane Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Manathrust (10% chance level 3). When wielded/worn: Physical crit. chance: +10.0% Physical power: +12 Changes stats: +3 Con / +3 Wil Changes resistances penetration: +15% physical / +20% arcane Changes damage: +10% arcane Spellpower: +12 Spell crit. chance: +10% Talent on hit(spell): Manathrust (10% chance level 3). Massive two-handed maul. |
| On hands | Xeressra (0 def, 15 armour) Xeressra (0 def, 15 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +35 Armour penetration: +10 Armour: +15 Ranged Defense: +4 Changes stats: +11 Dex / +5 Cun Changes resistances: +6% mind / +3% lightning Mental save: +15 Disease immunity: +15% Pinning immunity: +5% Life regen: +2.00 Stamina each turn: +1.90 Maximum life: +80.00 Maximum stamina: +40.00 It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 4.2 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 211% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Crystalline Voratun mail armour (11.9 def, 22.1 armour) Crystalline Voratun mail armour (11.9 def, 22.1 armour)Requires: - Strength 48 - Talent Armour Training (level 2) 14.00 Encumbrance. Type: armor / heavy ; tier 5 It is part of a set of items. The set is complete. When wielded/worn: Armour: +22 Defense: +12 Fatigue: +16% Changes stats: +8 Mag / +8 Con / +12 Lck Changes resistances: +15% physical / +35% arcane Physical save: +25 Spell save: +35 Blindness immunity: +50% Poison immunity: +60% Disease immunity: +60% Stun/Freeze immunity: +50% A suit of armour made of mail. |
| Cloak | Branalathachik (3 def, 7 armour) Branalathachik (3 def, 7 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 Armour penetration: +8 Armour: +7 Defense: +3 Fatigue: -6% Changes stats: +6 Dex / +5 Wil / +10 Cun Damage when the wearer hits(melee): 2 mind Changes resistances: +30% cold Grants telepathy: Dragon Psi when firing a critical mind attack: +2.00 Psi per kill: +2.00 Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | vitalizing voratun amulet of healing vitalizing voratun amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Con Physical save: +9 Cut immunity: +60% Life regen: +0.60 Maximum life: +65.00 Healing mod.: +20% It can be used to activate talent Heal, placing all other charms into a 80 cooldown : Effective talent level: 3.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Description: Imbues your body with natural energies, healing for 287 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
duelist's movement infusion (695% speed; 4 turns) duelist's movement infusion (695% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to increase movement speed by 695% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 ability. |
This item will automatically be transmogrified when you leave the level. heroism infusion (+7 for 12 turns, die at -384)heroism infusion (+7 for 12 turns, die at -384) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to increase three of your primary stats by 7 for 12 turns. Also while Heroism is active you will only die when reaching -384 life. However, when below 0 you cannot see how much life you have left and you will die if you did not heal before the effect ends. It will always increase your three highest stats. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
psychic's healing infusion (heal 278) psychic's healing infusion (heal 278)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 278 life. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 514 over 5 turns) regeneration infusion (heal 514 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 514 life over 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sneak's healing infusion (heal 286) sneak's healing infusion (heal 286)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 286 life. 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 ability. |
sneak's wild infusion (resist 28%; cure mental) sneak's wild infusion (resist 28%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 28% for 6 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 ability. |
This item will automatically be transmogrified when you leave the level. sun infusion (rad 8; power 23; turns 4)sun infusion (rad 8; power 23; turns 4) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to brighten the area in a radius of 8 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 12). It will also blind any creatures caught inside (power 23) for 4 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
titan's regeneration infusion (heal 397 over 5 turns) titan's regeneration infusion (heal 397 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 397 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 19%; cure mental) wild infusion (resist 19%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 19% for 4 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 13%; cure physical) wild infusion (resist 13%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 13% for 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 27%; cure physical) wild infusion (resist 27%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 27% for 7 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. acid wave rune (94 acid damage)acid wave rune (94 acid damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is Spell: true Description: Activate the rune to fire a self-centered acid wave of radius 5, doing 94.16 acid damage. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune (range 8) controlled phase door rune (range 8)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Activate the rune to teleport in a range of 8. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune (range 8) controlled phase door rune (range 8)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Activate the rune to teleport in a range of 8. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. shielding rune (absorb 191 for 7 turns)shielding rune (absorb 191 for 7 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is Spell: true Description: Activate the rune to create a protective shield absorbing at most 191 damage for 7 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. teleportation rune (range 85)teleportation rune (range 85) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Activate the rune to teleport randomly in a range of 85 with a minimum range of 15. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
warrior's teleportation rune (range 119) warrior's teleportation rune (range 119)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Activate the rune to teleport randomly in a range of 119 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
wizard's controlled phase door rune (range 10) wizard's controlled phase door rune (range 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Activate the rune to teleport in a range of 10. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
Fiery Choker Fiery ChokerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
clarifying stralite amulet of murder clarifying stralite amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +6 Armour penetration: +4 Physical crit. chance: +5.0% Changes resistances: +23% mind Critical mult.: +10.00% Confusion immunity: +44% Amulets can have magical properties. |
clarifying voratun amulet of healing clarifying voratun amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +18% mind Cut immunity: +70% Confusion immunity: +35% Healing mod.: +25% It can be used to activate talent Heal, placing all other charms into a 80 cooldown : Effective talent level: 3.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Description: Imbues your body with natural energies, healing for 287 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
protective stralite amulet of murder protective stralite amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +7 Armour penetration: +4 Physical crit. chance: +4.0% Armour: +3 Defense: +6 Critical mult.: +14.00% Physical save: +8 Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. protective voratun amulet of teleportationprotective voratun amulet of teleportation Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +5 Defense: +7 Physical save: +16 Teleport immunity: +50% It can be used to teleports your randomly (rad 48), placing all other charms into a 15 cooldown. Amulets can have magical properties. |
serendipitous voratun amulet of mastery (0.33 Technique / Combat techniques) serendipitous voratun amulet of mastery (0.33 Technique / Combat techniques)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Defense: +13 Changes stats: +10 Lck Talent mastery: +0.33 Technique / Combat techniques Amulets can have magical properties. |
shielding copper amulet shielding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% light Blindness immunity: +21% Amulets can have magical properties. |
steel amulet of mastery (0.14 Technique / Bloodthirst) steel amulet of mastery (0.14 Technique / Bloodthirst)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Talent mastery: +0.14 Technique / Bloodthirst Amulets can have magical properties. |
stralite amulet stralite amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 4 Amulets can have magical properties. |
vitalizing voratun amulet of seduction vitalizing voratun amulet of seductionInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Con Physical save: +8 Life regen: +0.60 Stamina when hit: +1.10 Mana when hit: +1.40 Equilibrium when hit: +1.50 Psi when hit: +0.60 Hate when hit: +0.10 Maximum life: +42.00 It can be used to forces nearby enemies to attack you (rad 8), placing all other charms into a 15 cooldown. Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 20/30. The orb projects images of distant places, some that seem to not be of this world, switching rapidly. If used near a portal it could probably activate it. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, this is your reward. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6.00 Travel Speed: instantaneous Description: Send tendrils of creeping dark out to attack your target and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 26 damage per turn. The damage will increase with your Mindpower. You do +4% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck 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. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
This item will automatically be transmogrified when you leave the level. conjurer's voratun ringconjurer's voratun ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Mag / +7 Wil Spellpower: +14 Rings can have magical properties. |
gladiator's gold ring of speed gladiator's gold ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +5 Physical power: +7 Defense: +6 Changes stats: +6 Str / +5 Con Movement speed: +6% It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.2 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings can have magical properties. |
gladiator's voratun ring of nature (+40%) gladiator's voratun ring of nature (+40%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 Changes stats: +9 Str / +9 Con Changes resistances: +40% nature Changes damage: +20% nature Rings can have magical properties. |
rogue's stralite ring of life rogue's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +10 Changes stats: +5 Cun Life regen: +0.90 Maximum life: +45.00 Healing mod.: +10% Rings can have magical properties. |
solipsist's voratun ring of life solipsist's voratun ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +6 Wil Life regen: +1.20 Maximum life: +50.00 Mindpower: +9 Healing mod.: +22% Rings can have magical properties. |
stralite ring stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
stralite ring stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
titan's voratun ring of perseverance titan's voratun ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Con Physical save: +14 Stun/Freeze immunity: +27% Life regen: +0.50 Rings can have magical properties. |
Drake's Bane (52-78 power, 21 apr) Drake's Bane (52-78 power, 21 apr)Requires: - Strength 45 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 52.0 - 78.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +21 Physical crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Physical save: +9 Stun/Freeze immunity: +20% Knockback immunity: +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
Khulmanar's Wrath (70-105 power, 8 apr) Khulmanar's Wrath (70-105 power, 8 apr)Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +8 Physical crit. chance: +8.0% Attack speed: 100% Damage when this weapon hits: +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. It can be used to activate talent Infernal Breath (costing 35 power out of 35/35) : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is Spell: true Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 168.83 fire damage, and flames will be left dealing a further 39.27 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
The Gaping Maw (72-108 power, 4 apr) The Gaping Maw (72-108 power, 4 apr)Requires: - Strength 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% Damage when this weapon hits: +50 slime / +50 acid When wielded/worn: Talents cooldown: Mana Clash (-2 turns) Ice Claw (-1 turn) Swallow (-2 turns) This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
This item will automatically be transmogrified when you leave the level. hateful voratun battleaxe of gravity (58-87 power, 4 apr)hateful voratun battleaxe of gravity (58-87 power, 4 apr) Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.0 - 87.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% Special effect when this weapon hits: 25% chance to crush the target Damage when this weapon hits: +23 darkness / +24 gravity Damage against: +36% Humanoid When wielded/worn: Changes damage: +18% physical Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Mandible of Ungolmor (40-52 power, 12 apr)Mandible of Ungolmor (40-52 power, 12 apr) Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 35% Str, 35% Dex, 30% Cun Damage type: Physical Armour Penetration: +12 Physical crit. chance: +22.0% Attack speed: 100% Special effect when this weapon crits: inflicts pinning spydric poison upon the target Damage conversion: 30% darkness When wielded/worn: Armour: +5 Armour Hardiness: +5% Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Light radius: -2 It can be used to activate talent Creeping Darkness (costing 25 power out of 40/40) : Effective talent level: 3.0 Power cost: 25 out of 40/40. Range: 5.00 Travel Speed: instantaneous Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 23 damage and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +6% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Voratun Hammer of the Deep Bellow (82-123 power, 7 apr) Voratun Hammer of the Deep Bellow (82-123 power, 7 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 82.0 - 123.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +7 Physical crit. chance: +4.0% Attack speed: 100% When this weapon hits: Flameshock (10% chance level 3). Damage when this weapon hits: +30 fire When wielded/worn: Changes damage: +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
This item will automatically be transmogrified when you leave the level. insidious voratun greatmaul of the leech (69-103.5 power, 4 apr)insidious voratun greatmaul of the leech (69-103.5 power, 4 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 69.0 - 103.5 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% Special effect when this weapon hits: leeches stamina from the target Damage when this weapon hits: +52 insidious poison / +6 slime When wielded/worn: Damage when the wearer is hit: 20 slime Massive two-handed maul. |
This item will automatically be transmogrified when you leave the level. warbringer's voratun greatmaul of rage (67-100.5 power, 4 apr)warbringer's voratun greatmaul of rage (67-100.5 power, 4 apr) Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 67.0 - 100.5 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +11 Physical power: +18 Changes stats: +6 Str / +5 Con Changes resistances penetration: +16% physical Changes damage: +14% physical Disarm immunity: +40% Stamina when hit: +3.00 Massive two-handed maul. |
This item will automatically be transmogrified when you leave the level. mighty dragonbone longbow of lightningmighty dragonbone longbow of lightning Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Attack speed: 80% Firing range: +10 Damage when this weapon hits(ranged): +19 lightning When wielded/worn: Physical power: +12 Changes stats: +3 Str Changes damage: +15% lightning Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. huntsman's voratun longsword of nature (41.5-58.1 power, 6 apr)huntsman's voratun longsword of nature (41.5-58.1 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 41.5 - 58.1 Uses stat: 100% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +12 nature Damage conversion: 45% nature Damage against: +23% Animal When wielded/worn: Changes resistances: +9% all Changes resistances penetration: +14% nature Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Awakened Staff of Absorption (60-72 power, 60 apr, arcane damage)Awakened Staff of Absorption (60-72 power, 60 apr, arcane damage) Requires: - Magic 60 Powered by unknown forces 7.00 Encumbrance. Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% arcane / +30% fire / +30% cold / +30% lightning Changes damage: +60% arcane / +60% fire / +60% cold / +60% lightning Talent granted: +1 Command Staff Maximum mana: +100.00 Spellpower: +48 Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb energies, costing 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago. Yet it bears no signs of tarnishment. 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." |
This item will automatically be transmogrified when you leave the level. void walker's dragonbone vilestaff of greater warding (30-36 power, 6 apr, acid damage)void walker's dragonbone vilestaff of greater warding (30-36 power, 6 apr, acid damage) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Acid Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Maximum wards: +3 acid Changes damage: +30% acid Talents granted: +3 Ward +1 Command Staff Spellpower: +15 Spell crit. chance: +5% Defense after a teleport: +19 Resist all after a teleport: +8% Effect duration reduction after a teleport: +32% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. quick voratun waraxe of shearing (39.5-55.3 power, 6 apr)quick voratun waraxe of shearing (39.5-55.3 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stat: 100% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 90% When wielded/worn: Accuracy: +10 Armour penetration: +13 Changes stats: +5 Dex Changes resistances penetration: +13% physical Changes damage: +12% physical One-handed war axes. |
Hydra's Bite (56-61.6 power, 7 apr) Hydra's Bite (56-61.6 power, 7 apr)Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / whip ; tier 4 It must be held with both hands. Base power: 56.0 - 61.6 Uses stat: 110% Str Damage type: Physical Armour Penetration: +7 Physical crit. chance: +14.0% Special effect when this weapon hits: hit up to two adjacent enemies Damage conversion: 25% lightning / 25% acid / 25% nature When wielded/worn: Changes damage: +8% lightning / +8% acid / +8% nature This three headed stralite flail strikes with the power of a hydra. With each attack it lashes out, hitting everyone around you. |
Frozen Shroud (12 def, 0 armour) Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 Changes stats: +7 Mag Damage when the wearer is hit: 60 ice Changes resistances: -15% fire / +25% cold / +8% all It can be used to release a blast of ice, costing 30 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Sootbringer (18 def, 21 armour) Sootbringer (18 def, 21 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +21 Defense: +18 Changes stats: +4 Wil Damage when the wearer is hit: 4 darkness / 12 blight Changes resistances: +3% blight / +30% cold Changes resistances penetration: +15% blight Changes damage: +9% blight Physical save: +15 Spell save: +14 Mental save: +27 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal cashmere cloak of the hunt (2 def, 0 armour) regal cashmere cloak of the hunt (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Fatigue: -4% Changes stats: +2 Wil Mental save: +5 Maximum life: +49.00 It can be used to activate talent Blinding Speed, placing all other charms into a 45 cooldown : Effective talent level: 3.2 Power cost: 45 out of 45/45. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. thick elven-silk cloak of implacability (3 def, 7 armour)thick elven-silk cloak of implacability (3 def, 7 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +7 Defense: +3 Changes resistances: +22% cold Physical save: +10 Mental save: +14 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. dispeller's elven-silk robe of light (+24%) (5 def, 0 armour)dispeller's elven-silk robe of light (+24%) (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes resistances: +24% light Changes damage: +16% light Physical save: +18 Spell save: +36 Mental save: +20 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. elven-silk robe of life (5 def, 0 armour)elven-silk robe of life (5 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes resistances: +14% blight Life regen: +2.00 Maximum life: +95.00 Healing mod.: +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. tormentor's elven-silk robe of Linaniil (5 def, 0 armour)tormentor's elven-silk robe of Linaniil (5 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes stats: +5 Cun Critical mult.: +32.00% Mana each turn: +0.35 Maximum mana: +76.00 Spellpower: +6 Spell crit. chance: +5% Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Zubobeth the pair of hardened leather boots (0 def, 3 armour) Zubobeth the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 Armour: +3 Fatigue: +3% Changes stats: +4 Str / +4 Con Damage when the wearer is hit: 12 mind Changes resistances: +10% fire / +10% cold / +3% mind Changes resistances penetration: +11% physical / +15% arcane Changes damage: +3% arcane It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.6 Power cost: 25 out of 25/25. Range: 6.00 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached you get a free attack doing 120% weapon damage. If the attack hits the target is dazed for 3 turns. You must rush from at least 2 tiles away. A pair of boots made of leather. |
restorative pair of drakeskin leather boots of disengagement (0 def, 5 armour) restorative pair of drakeskin leather boots of disengagement (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Cun / +3 Dex Life regen: +0.60 Healing mod.: +20% It can be used to activate talent Disengage, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 7.00 Travel Speed: instantaneous Description: Jump away 5 grids from your target. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. restorative pair of drakeskin leather boots of uncanny dodging (3 def, 5 armour)restorative pair of drakeskin leather boots of uncanny dodging (3 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +3 Ranged Defense: +7 Fatigue: +5% Life regen: +1.50 Healing mod.: +24% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. stalker's pair of voratun boots of evasion (11 def, 5 armour)stalker's pair of voratun boots of evasion (11 def, 5 armour) Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +11 Fatigue: +4% Infravision radius: +2 It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they come, granting you a 44% chance to completely evade them for 10 turns. Duration increases with Willpower, and chance to evade with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. 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% 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. |
Spellhunt Remnants (5 def, 6 armour) Spellhunt Remnants (5 def, 6 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +6 Defense: +5 Spell save: +12 Mindpower: +12 Mental crit. chance: +5% It can be used to destroy magic in a radius 5 cone, costing 100 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, it was often used to destroy arcane artifacts, curing the world of their influence. |
This item will automatically be transmogrified when you leave the level. archer's voratun gauntlets of the nighthunter (0 def, 3 armour)archer's voratun gauntlets of the nighthunter (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +19 Armour penetration: +9 Armour: +3 Changes stats: +8 Cun / +4 Dex Changes resistances: +13% darkness Infravision radius: +1 It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 4.2 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 211% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. polar voratun gauntlets of sorrow (0 def, 3 armour)polar voratun gauntlets of sorrow (0 def, 3 armour) Requires: - Talent Armour Training Infused by nature Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage when the wearer hits(melee): 32 mind / 12 cold / 23 darkness Changes resistances: +8% cold Changes damage: +11% cold Mental save: -5 Mindpower: +10 It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5.00 Travel Speed: instantaneous Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Crown of the Elements (0 def, 5 armour) Crown of the Elements (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Con / +3 Wil Damage when the wearer hits(melee): 10 fire / 10 cold / 10 lightning / 10 acid Changes resistances: +15% fire / +15% cold / +15% lightning / +15% acid See invisible: +15 This jeweled crown shimmers with colors. |
Dragon-helm of Kroltar (5 def, 9 armour) Dragon-helm of Kroltar (5 def, 9 armour)Requires: - Strength 35 - Talent Armour Training (level 4) Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 4 It is part of a set of items. When wielded/worn: Armour: +9 Defense: +5 Fatigue: +10% Changes stats: +5 Str / -4 Lck / +5 Con It can be used to activate talent Warshout (costing 45 power out of 45/45) : Effective talent level: 3.2 Power cost: 45 out of 45/45. Range: melee/personal Travel Speed: instantaneous Description: Shout your warcry in a frontal cone of radius 5. Any targets caught inside will be confused for 5 turns. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Dragonskull Helm (0 def, 2 armour) Dragonskull Helm (0 def, 2 armour)Requires: - Willpower 24 - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +2 Fatigue: +12% Changes resistances: +15% fire / +15% cold / +15% lightning Grants telepathy: Dragon Physical save: +12 Spell save: +12 Mental save: +12 Traces of a dragon's power still remain in this bleached and cracked skull. |
This item will automatically be transmogrified when you leave the level. aegis elven-silk wizard hat (3 def, 0 armour)aegis elven-silk wizard hat (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 Talent mastery: +0.28 Spell / Aegis Life regen: +1.70 Maximum life: +56.00 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. champion's voratun helm of ire (0 def, 5 armour)champion's voratun helm of ire (0 def, 5 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +9 Str / +5 Wil Physical save: +14 Mental save: +18 Light radius: +2 It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 3.2 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their defense by 22 for 7 turns, making them easier to hit. Lowering defense chance increase with your Strength stat. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Loromakan (4 def, 8 armour) Loromakan (4 def, 8 armour)Requires: - Strength 38 - Talent Armour Training (level 2) Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 Fatigue: +16% Changes resistances: +6% mind / +27% cold / +6% lightning / +3% light Changes resistances penetration: +10% mind Life regen: +3.30 Maximum life: +160.00 Healing mod.: +52% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. fortifying voratun mail armour of command (17 def, 17 armour)fortifying voratun mail armour of command (17 def, 17 armour) Requires: - Strength 48 - Talent Armour Training (level 2) Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +17 Defense: +17 Fatigue: +16% Changes stats: +6 Str / +5 Cun / +6 Con Mental save: +23 Maximum life: +82.00 A suit of armour made of mail. |
Plate of the Blackened Mind (15 def, 20 armour) Plate of the Blackened Mind (15 def, 20 armour)Requires: - Strength 48 - Talent Armour Training (level 4) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +20 Defense: +15 Fatigue: +17% Changes stats: +6 Wil / +4 Cun / +3 Con Damage when the wearer is hit: 14 % chances to cause a gloom effect Changes resistances: +15% acid / +20% blight / +15% light / +20% darkness / +25% mind Talent mastery: +0.20 Cursed / Gloom Physical save: +15 Mental save: +25 Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 15 power out of 25/25) : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 2.50 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 Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 10 armor, 14 defense and your attacks will gain 27% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with the Strength stat. 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. |
This item will automatically be transmogrified when you leave the level. impenetrable voratun plate armour of the dragon (9 def, 32 armour)impenetrable voratun plate armour of the dragon (9 def, 32 armour) Requires: - Strength 60 - Talent Armour Training (level 4) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +32 Defense: +9 Fatigue: +26% Changes stats: +5 Str / +5 Con Changes resistances: +15% physical / +11% fire / +8% cold / +15% lightning / +12% acid Talent cooldown: Rush (-5 turns) Disarm immunity: +35% Stun/Freeze immunity: +25% Knockback immunity: +34% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. prismatic voratun plate armour of clarity (9 def, 16 armour)prismatic voratun plate armour of clarity (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 4) Powered by arcane forces Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 Fatigue: +26% Changes resistances: +15% darkness / +19% light Mental save: +19 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. voratun plate armour (9 def, 16 armour)voratun plate armour (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 4) 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 Fatigue: +26% A suit of armour made of metal plates. |
332 alchemist agate 332 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 Spell save: +7 Mental save: +7 Maximum life: +50.00 It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft are covered in runes that recount the stories of the dwarven people. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
This item will automatically be transmogrified when you leave the level. dream-smith's voratun pickaxe (dig speed 7 turns)dream-smith's voratun pickaxe (dig speed 7 turns) Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Damage when the wearer hits(melee): 12 dreamforge Mental save: +9 It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. Allows you to dig a wall, remove a tree, create ways. |
Lifebinding Emerald Lifebinding EmeraldInfused by nature 0.00 Encumbrance. Type: gem / green ; tier 5 When wielded/worn: Changes stats: +10 Con Changes resistances: +10% blight Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +10 Con Changes resistances: +10% blight Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
Carrionguile CarrionguileCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Damage when the wearer hits(melee): 4 blight Damage when the wearer is hit: 4 nature Changes resistances: +3% nature Mental save: +3 Mindpower: +4 Mental crit. chance: +3% Light radius: +6 See stealth: +5 See invisible: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Guidance GuidanceInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes resistances: +20% blight Changes resistances cap: +10% blight Talent masteries: +0.20 Wild-gift / Call of the wild +0.10 Wild-gift / Antimagic Physical save: +6 Spell save: +6 Mental save: +6 Light radius: +4 Said to have once belonged to Inquisitor Marcus Dunn during the Spellhunt this fist sized quartz crystal glows constantly with a soft white light and was rumoured to be a great aid in meditation, helping focus the mind, body, and soul of the owner as well as protecting them from the foulest of magics. It seems somebody well versed in antimagic could use it to its fullest potential. |
Spectral Cage Spectral CagePowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +8 Light radius: +4 It can be used to release a will o' the wisp, costing 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light. The metal is icy cold to the touch. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind (remove a few detrimental mental effects), costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Golem / Arcane Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone appears faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem: Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
70 alchemist bloodstone 70 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
2 bloodstone 2 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Gems can be sold for money or used in arcane rituals. |
5 fire opal 5 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
overpowered dwarven-steel torque of psychoportation [power 64] (50 cooldown) overpowered dwarven-steel torque of psychoportation [power 64] (50 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 64), placing all other charms into a 50 cooldown. Torques are made by powerful psionics to store psionic powers. |
Hurirach the Chargeire [power 28] (20 cooldown) Hurirach the Chargeire [power 28] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Damage when the wearer is hit: 8 lightning / 4 arcane Changes resistances: +12% lightning Changes resistances penetration: +5% lightning It can be used to hardens the skin for 6 turns increasing armour by 28 and armour hardiness by 60%, placing all other charms into a 20 cooldown. When used: 100% chances to regenerate 9 equilibrium. Natural totems are made by powerful wilders to store nature power. |
The Guardian's Totem The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +10 Wil Damage when the wearer is hit: 18 slime Changes resistances: +20% arcane / +20% blight Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 Mindpower: +8 It can be used to call an antimagic pillar, costing 35 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Damage when the wearer is hit: 10 nature Changes resistances: +10% nature / +10% blight Changes damage: +10% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 This small tree shaped totem is imbued with powerful healing energies. |
elm totem of thorny skin [power 10] (20 cooldown) elm totem of thorny skin [power 10] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to hardens the skin for 6 turns increasing armour by 10 and armour hardiness by 30%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
rushing ash totem of cure illness [power 2] (20 cooldown) rushing ash totem of cure illness [power 2] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Talent granted: +3 Rushing Claws It can be used to removes up to 2 diseases from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
Rotire of firewall [power 192] (6 cooldown) Rotire of firewall [power 192] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Changes resistances: +24% fire / +12% lightning / +9% nature Changes damage: +12% nature Spell save: +15 It can be used to creates a wall of flames lasting for 4 turns (dam 192 overall), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
This item will automatically be transmogrified when you leave the level. Toxinspike of lightning [power 294] (6 cooldown)Toxinspike of lightning [power 294] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Damage when the wearer hits(melee): 6 nature / 6 blight Damage when the wearer is hit: 12 nature Changes resistances: +18% nature Changes resistances penetration: +10% mind Changes damage: +9% nature It can be used to fire a beam of lightning (dam 98-294), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
This item will automatically be transmogrified when you leave the level. warded dragonbone wand of illumination [power 14] (5 cooldown)warded dragonbone wand of illumination [power 14] (5 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Maximum wards: +4 fire / +4 cold / +4 lightning / +5 blight / +4 temporal Talent granted: +1 Ward It can be used to light the area (rad 14), placing all other charms into a 5 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
This item will automatically be transmogrified when you leave the level. Pearl of Life and DeathPearl of Life and Death Infused by nature 2.00 Encumbrance. 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 a normal sized one, that glitters in infinite colours, with slight patterns ever shifting away. |
5 diamond 5 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Gems can be sold for money or used in arcane rituals. |
4 moonstone 4 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 Gems can be sold for money or used in arcane rituals. |
7 pearl 7 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all 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
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Wodan the Halfling Berserker level 30
14th Dusk 123rd year of Ascendancy at 01:00 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Wodan the Halfling Berserker level 46
69th Regrowth 124th year of Ascendancy at 22:00 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Wodan the Halfling Berserker level 46
63rd Regrowth 124th year of Ascendancy at 02:49 see stats
Brave new world
Went to the Far East and took part in the war.By Wodan the Halfling Berserker level 32
31st Dusk 123rd year of Ascendancy at 22:30 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Wodan the Halfling Berserker level 31
26th Dusk 123rd year of Ascendancy at 14:33 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magicBy Wodan the Halfling Berserker level 19
57th Dusk 122nd year of Ascendancy at 21:00 see stats
Evil denied
Won ToME by preventing the Void portal to open.By Wodan the Halfling Berserker level 50
69th Pyre 124th year of Ascendancy at 02:04 see stats
Exterminator
Killed 1000 creaturesBy Wodan the Halfling Berserker level 18
55th Dusk 122nd year of Ascendancy at 20:31 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Wodan the Halfling Berserker level 23
9th Regrowth 123rd year of Ascendancy at 01:28 see stats
Fear me not!
Survive the Fearscape!By Wodan the Halfling Berserker level 39
6th Allure 124th year of Ascendancy at 07:56 see stats
Genocide
Killed the Orc Greatmother in the breeding pits, thus dealing a terrible blow to the orc race.By Wodan the Halfling Berserker level 39
6th Allure 124th year of Ascendancy at 06:15 see stats
Home sweet home
Dispatched the Weirdling Beast and taken possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Wodan the Halfling Berserker level 22
29th Haze 122nd year of Ascendancy at 16:49 see stats
I cleared the room of death and all I got was this lousy achievement!
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Wodan the Halfling Berserker level 47
70th Regrowth 124th year of Ascendancy at 02:42 see stats
Level 10
Got a character to level 10.By Wodan the Halfling Berserker level 10
9th Mirth 122nd year of Ascendancy at 18:21 see stats
Level 20
Got a character to level 20.By Wodan the Halfling Berserker level 20
58th Dusk 122nd year of Ascendancy at 01:15 see stats
Level 30
Got a character to level 30.By Wodan the Halfling Berserker level 30
57th Pyre 123rd year of Ascendancy at 09:31 see stats
Level 40
Got a character to level 40.By Wodan the Halfling Berserker level 40
10th Allure 124th year of Ascendancy at 10:39 see stats
Level 50
Got a character to level 50.By Wodan the Halfling Berserker level 50
63rd Pyre 124th year of Ascendancy at 16:11 see stats
Orcrist
Killed the leaders of the Orc Pride.By Wodan the Halfling Berserker level 43
31st Regrowth 124th year of Ascendancy at 20:24 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Wodan the Halfling Berserker level 40
2nd Regrowth 124th year of Ascendancy at 09:41 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Wodan the Halfling Berserker level 16
39th Dusk 122nd year of Ascendancy at 18:05 see stats
Size is everything
Do over 1500 damage in one attackBy Wodan the Halfling Berserker level 50
69th Pyre 124th year of Ascendancy at 00:06 see stats
Size matters
Do over 600 damage in one attackBy Wodan the Halfling Berserker level 28
31st Regrowth 123rd year of Ascendancy at 22:24 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Wodan the Halfling Berserker level 32
26th Dusk 123rd year of Ascendancy at 19:47 see stats
Tactical master
Fought the two Sorcerers without closing any invocation portals.By Wodan the Halfling Berserker level 50
69th Pyre 124th year of Ascendancy at 02:02 see stats
That was close
Kill your target while having only 1 life left.By Wodan the Halfling Berserker level 24
13rd Regrowth 123rd year of Ascendancy at 11:58 see stats
The Arena
Unlocked Arena mode.By Wodan the Halfling Berserker level 8
6th Mirth 122nd year of Ascendancy at 11:11 see stats
The secret city
Discovered the truth about mages.By Wodan the Halfling Berserker level 23
8th Regrowth 123rd year of Ascendancy at 16:50 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Wodan the Halfling Berserker level 34
60th Dusk 123rd year of Ascendancy at 20:20 see stats
Thralless
Free at least 30 enthralled slaves in the slavers compound.By Wodan the Halfling Berserker level 22
47th Haze 122nd year of Ascendancy at 16:17 see stats
Treasure Hoarder
Amass 3000 gold pieces.By Wodan the Halfling Berserker level 29
65th Regrowth 123rd year of Ascendancy at 14:17 see stats
Treasure Hunter
Amass 1000 gold pieces.By Wodan the Halfling Berserker level 19
56th Dusk 122nd year of Ascendancy at 16:40 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Wodan the Halfling Berserker level 29
57th Pyre 123rd year of Ascendancy at 09:31 see stats
Log
Talent Luck of the Little Folk is ready to use.
Rested for 63 turns (stop reason: all resources and life at maximum).
Ran for 5 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Wodan picks up (T.): curved, serrated black dagger.
Wodan picks up ( .): voratun plate armour (9 def, 16 armour).
High Sun Paladin Aeryn uses Block.
High Sun Paladin Aeryn casts Sunburst.
Wodan picks up (0.): void walker's dragonbone vilestaff of greater warding (30-36 power, 6 apr, acid damage).
High Sun Paladin Aeryn uses Block.
High Sun Paladin Aeryn casts Healing Light.
Wodan picks up (g.): sun infusion (rad 8; power 23; turns 4).
High Sun Paladin Aeryn uses Block.
High Sun Paladin Aeryn uses Block.
High Sun Paladin Aeryn casts Sunburst.
High Sun Paladin Aeryn uses Block.
Ran for 13 turns (stop reason: interesting terrain).
Lore found: Mandible of Ungolmor
You can read all your collected lore in the game menu, by pressing Escape.
High Sun Paladin Aeryn uses Block.
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You enter the swirling portal and in the blink of an eye you set foot on the slopes of the Iron Throne, with no trace of the portal...
Saving game...
Saving done.
Saving game...
Saving done.
