Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Exponential Leveling 1.4.8Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Experience Controller 1.4.8
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
---
Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.5.3Donators/Buyers bonus! Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Extra Dungeons 1.4.8In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.5.3Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Items Vault 1.5.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Female |
Race | Shalore |
Class | Archmage |
Level / Exp | 50 / 41476% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 76 (base 60) |
Dexterity | 90 (base 60) |
Constitution | 81 (base 60) |
Magic | 109 (base 60) |
Willpower | 85 (base 60) |
Cunning | 98 (base 60) |
Resources
Life | 39368/39368 |
Mana | 1929/1929 |
Psi_feedback | 0/735 |
Healing Factor | 1.4243027888446 |
Regeneration | 179.3624501992 |
Speed
Mental | +200% |
Attack | +200% |
Movement | +630% |
Spell | +200% |
Global | +391.66% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 8 |
See Stealth | 82.723333744782 |
See Invisible | 82.723333744782 |
Offense: Mainhand
Damage | 178 |
Accuracy | 57 |
Crit Chance | 196% |
APR | 56 |
Speed | 0.33 |
Offense: Spell
Spellpower | 167 |
Crit Chance | 100% |
Speed | 0.33333333333333 |
Cooldown Reduction | 125.55 |
Offense: Mind
Mindpower | 169 |
Crit Chance | 100% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
All | +7% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 54 (80%) |
Defense | 47 |
Ranged Defense | 50 |
Fatigue | 0 |
Physical Save | 170 |
Spell Save | 169 |
Mental Save | 174 |
Defense: Resistances
All | +105%(100%) |
Defense: Immunities
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Pinning Resistance | 5% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: -1 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: -3 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: -6 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Meta | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Air | 10.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 15.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 15.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Wildfire | 7.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 0.90 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Race / Shalore | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 0.90 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Quicken Spells |
talent | Wildfire |
talent | Burning Wake |
detrimental effect | Zone-wide effect: Strong scents fill the air and make you feel drowsy. If the timer reaches 0 you will fall into a dreaming sleep state. -10% mind resistance, -20% sleep resistance, +10% nature damage. Heady Scent |
beneficial effect | The target is waiting to be recalled back to the worldmap. Recalling |
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 |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved Magic by +1. | 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 Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved Dexterity by +2. | 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 Dexterity by +2. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | failed |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have closed 0 wormhole(s). | failed |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of precision without your aid. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | 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! | done |
Equipment
On feet | Cinderfeet (3 def, 5 armour) Cinderfeet (3 def, 5 armour)Requires: - Dexterity 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +4 Cun / +4 Mag Changes resistances: +20% cold Changes damage: +18% fire Light radius: +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 612 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
Light source | brass lantern 'Dairathad' brass lantern 'Dairathad'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +4 Str / +6 Mag / +1 Con Mental save: +6 (+0 eff.) Light radius: +2 See stealth: +6 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | elven-silk wizard hat 'Sparkguile' (3 def, 0 armour) elven-silk wizard hat 'Sparkguile' (3 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +13 Mag / +6 Wil / +6 Con Changes resistances: +12% lightning / +30% fire Changes resistances penetration: +20% lightning Changes damage: +9% lightning / +20% fire / +17% arcane / +9% nature Spellpower: +5 (+1 eff.) Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 7 cooldown : Effective talent level: 6.5 Power cost: 7 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Tool | voratun pickaxe 'Burnbone' (dig speed 6 turns) voratun pickaxe 'Burnbone' (dig speed 6 turns)Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Damage when hit (Melee): 8 temporal Changes stats: +3 Str Changes resistances: +10% fire / +10% darkness / +3% temporal Changes resistances penetration: +5% fire Changes damage: +12% blight / +13% fire / +15% mind / +9% arcane Mental save: +15 (+1 eff.) Spell crit. chance: +3% Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Goridin the Blazewilter Goridin the BlazewilterInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 33% chance to corrode armour by 30% Damage when hit (Melee): 22 fire Changes stats: +8 Cun / +8 Wil Changes resistances: +15% darkness / +12% acid Changes damage: +9% acid / +15% fire / +12% darkness Mindpower: +13 (+2 eff.) Rings can have magical properties. |
On fingers | Woemaim the stralite ring Woemaim the stralite ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 lightning / 12 blight Changes stats: +7 Dex / +9 Cun / +7 Con Changes resistances: +32% fire Changes damage: +9% lightning / +16% fire / +9% darkness Physical save: +14 (+1 eff.) Rings can have magical properties. |
Around waist | Xyra the Darkglory Xyra the DarkgloryPowered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +12 Fatigue: -8% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 temporal Changes resistances penetration: +10% darkness Changes damage: +6% darkness / +6% temporal Maximum encumbrance: +56 Maximum life: +96.00 Maximum mana: +46.00 Maximum stamina: +38.00 Maximum hate: +16.00 Maximum psi: +20.00 Maximum vim: +29.00 Maximum pos.energy: +30.00 Maximum neg.energy: +35.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Reduces paradox anomalies(equivalent to willpower): +18 It can be used to create a temporary shield that absorbs 344 damage, putting all charms on cooldown for 19 turns. A belt that goes around your waist. |
In main hand | Chamutoblek (136% power, 6 apr, fire element) Chamutoblek (136% power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% When wielded/worn: Armour: +4 Defense: +18 (+6 eff.) Damage (Melee): 12 % chance of confusion Damage when hit (Melee): 8 blight Changes stats: +4 Dex / +2 Con Changes resistances: +15% fire / +1% physical Changes damage: +30% fire Talent granted: +1 Command Staff Mana when firing critical spell: +3.00 Spellpower: +23 (+3 eff.) Spell crit. chance: +20% Damage Shield penetration: +48% Staves designed for wielders of magic, by the greats of the art. |
On hands | Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Power: 89% Range: 1.1x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Flamespit (30% chance level 3). Damage (Melee): +10 fire Damage conversion: 100% fire It can be used to activate talent Flamespit (costing 6 power out of 24/24) : Effective talent level: 3.0 Power cost: 6 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 703.60 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Main armor | mindwoven elven-silk robe of fire (+16%) (5 def, 0 armour) mindwoven elven-silk robe of fire (+16%) (5 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +16% fire Changes damage: +11% fire Mental save: +27 (+3 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Chamylen (16 def, 0 armour) Chamylen (16 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +16 (+5 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances: +9% mind / +3% temporal Physical save: +7 (+1 eff.) Pinning immunity: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | starseer's voratun amulet of perfection (0.40 Spell / Storm,0.40 Spell / Wildfire) starseer's voratun amulet of perfection (0.40 Spell / Storm,0.40 Spell / Wildfire)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Mag Changes damage: +8% darkness / +8% temporal / +8% light / +8% physical Talent masteries: +0.40 Spell / Storm +0.40 Spell / Wildfire Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. phase door rune of the titan (range 15; power 56; dur 5)phase door rune of the titan (range 15; power 56; dur 5) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: -2 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 15. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 56%, your defense is increased by 56 and all your resistances by 56%. Its effects scale with your Constitution 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. Press to compare to your current inscriptions |
heat beam rune (147 fire damage) heat beam rune (147 fire damage)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: 8 Cooldown: -4 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 146.64 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
steel amulet 'Dairurerion' steel amulet 'Dairurerion'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes stats: +4 Wil Changes resistances: +3% temporal / +12% light / +14% darkness Physical save: +11 (+1 eff.) Spell save: +12 (+1 eff.) Mental save: +12 (+1 eff.) Blindness immunity: +26% Infravision radius: +2 Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. Elunne the BolthueElunne the Bolthue Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -8% Effects on melee hit: * 34% chance to daze at end of turn Changes stats: +8 Str / +2 Con Changes damage: +18% darkness Grants telepathy: Demon/Minor Demon/Major Life regen: +3.10 Light radius: +3 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 7 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
warrior's copper ring of corrosion (+22%) warrior's copper ring of corrosion (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% acid Changes damage: +11% acid Rings can have magical properties. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+1 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 26 power out of 50/50) : Effective talent level: 2.0 Power cost: 26 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power 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 108 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
painweaver's gold ring of life painweaver's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Changes damage: +6% all Life regen: +1.10 Maximum life: +59.00 Spellpower: +9 (+1 eff.) Mindpower: +13 (+2 eff.) Healing mod.: +16% Rings can have magical properties. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-1 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
elm starstaff (100% power, 2 apr, physical element) elm starstaff (100% power, 2 apr, physical element)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% physical Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
ash magestaff 'Dazzlewrest' (111% power, 3 apr, fire element) ash magestaff 'Dazzlewrest' (111% power, 3 apr, fire element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom Damage (Melee): +4 light Burst (radius 1) on hit: +8 light When wielded/worn: Physical crit. chance: +7.0% Damage (Melee): 20 fire Changes resistances penetration: +5% mind Changes damage: +15% fire Talent granted: +1 Command Staff Critical mult.: +33.00% Spellpower: +14 (+2 eff.) Spell crit. chance: +5% See invisible: +7 It can be used to project a bolt elemental energy from the staff (to range 7) dealing 154.20 to 185.04 fire damage, putting all charms on cooldown for 4 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. magelord's elven-wood starstaff of might (129% power, 5 apr, light element)magelord's elven-wood starstaff of might (129% power, 5 apr, light element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +10.0% Damage (Melee): 39 arcane Changes damage: +25% light Talent granted: +1 Command Staff Maximum mana: +100.00 Spellpower: +18 (+2 eff.) Spell crit. chance: +16% Staves designed for wielders of magic, by the greats of the art. |
greater dragonbone magestaff of invocation (136% power, 6 apr, fire element) greater dragonbone magestaff of invocation (136% power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% lightning / +30% cold / +30% arcane / +30% fire Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +28 (+3 eff.) Spell crit. chance: +5% It can be used to conjure elemental energy in a radius 10 cone, dealing 190.92 to 229.11 fire damage, putting all charms on cooldown for 6 turns. Staves designed for wielders of magic, by the greats of the art. |
Awakened Staff of Absorption (172% power, 60 apr, fire element) Awakened Staff of Absorption (172% power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Power: 172% Range: 1.2x Uses stats: 180% Mag, 40% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+6 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 126 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
This item will automatically be transmogrified when you leave the level. stralite battleaxe of nature (154% power, 3 apr)stralite battleaxe of nature (154% power, 3 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 154% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% When wielded/worn: Changes resistances: +13% all Changes resistances penetration: +16% nature Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Zanadudor the Flashsin (151% power, 2 apr)Zanadudor the Flashsin (151% power, 2 apr) Requires: - Strength 24 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 151% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +19 nature / +20 temporal When wielded/worn: Fatigue: -8% Effects on melee hit: * 22 arcane resource burn Changes stats: +6 Str / +2 Con Changes resistances: +9% light Reduces incoming crit damage: 15.00% Spell save: +9 (+1 eff.) See invisible: +15 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Erugund (178% power, 4 apr)Erugund (178% power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 178% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 45% chance to corrode armour by 30% Damage (Melee): +28 temporal / +27 nature Burst (radius 2) on crit: +33 ice When wielded/worn: Accuracy: +21 (+5 eff.) Armour: +20 Changes stats: +9 Str Changes resistances: +3% acid / +3% fire / +3% light / +6% temporal Changes resistances penetration: +5% acid / +21% cold Changes damage: +21% physical Stamina when hit: +3.00 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatsword 'Ce'Nyrilraba' (144% power, 2 apr)dwarven-steel greatsword 'Ce'Nyrilraba' (144% power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 145% Range: 1.6x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour penetration: +13 Physical crit. chance: +16.0% Armour: +10 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Changes resistances: +12% acid / +12% lightning Critical mult.: +23.00% Reduces incoming crit damage: 15.00% Blindness immunity: +20% Stun/Freeze immunity: +35% Knockback immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. dwarven-steel waraxe 'Delirion' (117% power, 4 apr)dwarven-steel waraxe 'Delirion' (117% power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 117% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 41 bleeding, 93% reduced healing When wielded/worn: Physical crit. chance: +11.0% Physical power: +11 (+1 eff.) Changes stats: +9 Str Changes resistances: +12% blight / +12% light Changes resistances penetration: +15% mind Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 17.00% Knockback immunity: +15% Light radius: +3 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. stralite waraxe 'Naturegasher' (153% power, 5 apr)stralite waraxe 'Naturegasher' (153% power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 153% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Slows global speed by 45% Burst (radius 2) on crit: +12 light When wielded/worn: Effects on melee hit: * Slows global speed by 34% Changes resistances penetration: +25% light / +15% nature Changes damage: +6% light Mental save: +20 (+2 eff.) Equilibrium when hit: +0.12 Psi when hit: +0.24 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. creative thorny mindstar (96% power, 24 apr, mind damage)creative thorny mindstar (96% power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 96% Range: 1.1x Uses stats: 80% Wil, 50% Mag, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Cun Critical mult.: +13.00% Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. Unlightsquall the pulsing mindstar (108% power, 32 apr, nature damage)Unlightsquall the pulsing mindstar (108% power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 108% Range: 1.1x Uses stats: 85% Wil, 50% Mag, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +12 darkness / +45 mind Burst (radius 1) on hit: +16 darkness Burst (radius 2) on crit: +8 darkness When wielded/worn: Damage when hit (Melee): 22 darkness Changes resistances: +9% mind Changes resistances penetration: +20% darkness Changes damage: +15% darkness Mental save: +9 (+1 eff.) Maximum psi: +26.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. pulsing mindstar 'Brightrend' (105% power, 32 apr, nature damage)pulsing mindstar 'Brightrend' (105% power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 106% Range: 1.1x Uses stats: 85% Wil, 50% Mag, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 30 arcane resource burn * 45% chance to blind Damage (Melee): +12 light When wielded/worn: Changes stats: +6 Cun Changes resistances: +21% lightning / +6% cold / +9% light Critical mult.: +21.00% Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Light radius: +3 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. stralite steamgun of naturestralite steamgun of nature Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +9 Travel speed: +600% Damage (Ranged): +13 nature Attacks use: 2.0 Steam When wielded/worn: Changes resistances: +9% all Changes resistances penetration: +11% nature Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. Cloudmire the pouch of dwarven-steel shots (22/22, 137% power, 3 apr)Cloudmire the pouch of dwarven-steel shots (22/22, 137% power, 3 apr) Requires: - Dexterity 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 137% Range: 1.2x Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 22 On weapon hit: * 45% chance to daze at end of turn * 25% chance to remove a magical effect Damage (Ranged): +24 lightning / +14 nature Burst (radius 1) on hit: +36 lightning Burst (radius 2) on crit: +8 lightning Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. psychokinetic pouch of stralite shots of gravity (17/17, 153% power, 5 apr)psychokinetic pouch of stralite shots of gravity (17/17, 153% power, 5 apr) Requires: - Dexterity 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 154% Range: 1.2x Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 17 On weapon hit: * 10% chance to crush the target * 10% chance to knock the target back Damage (Ranged): +10 gravity / +43 physical Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. dwarven-steel shield of cold resistance (+23%) (8 def, 2 armour, 79 block)dwarven-steel shield of cold resistance (+23%) (8 def, 2 armour, 79 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Changes resistances: +23% cold Talent granted: +3 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. Fire Dragon Shield (16 def, 9 armour, 220 block)Fire Dragon Shield (16 def, 9 armour, 220 block) Requires: - Strength 28 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +9 Defense: +16 (+5 eff.) Ranged Defense: +15 (+5 eff.) Fatigue: +20% Damage when hit (Melee): 17 fire Changes resistances: +35% fire Damage affinity(heal): +15% fire Talent granted: +5 Block Special effect on block: 30% chance that you'll breath stunning fire in a cone at the attacker (if within range 6). This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. stormwoven cashmere robe of fire (+10%) (2 def, 0 armour)stormwoven cashmere robe of fire (+10%) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +6 Str / +6 Mag / +6 Wil Changes resistances: +10% lightning / +10% cold / +22% fire Changes damage: +14% lightning / +10% physical / +15% fire / +9% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Duvalazor (3 def, 14 armour)Duvalazor (3 def, 14 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Armour: +14 Defense: +3 (+1 eff.) Changes stats: +3 Str / +2 Wil / +7 Cun Mental save: +27 (+3 eff.) Disarm immunity: +10% Confusion immunity: +15% Mindpower: +6 (+1 eff.) Mental crit. chance: +6% Infravision radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
ancient silk robe of Linaniil (3 def, 0 armour) ancient silk robe of Linaniil (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +5 Mag Changes resistances penetration: +5% temporal / +10% physical Changes damage: +9% temporal / +17% physical Mana each turn: +0.24 Maximum mana: +64.00 Spellpower: +19 (+2 eff.) Spell crit. chance: +10% Reduces paradox anomalies(equivalent to willpower): +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. rejuvenating reinforced leather armour of command (13 def, 14 armour)rejuvenating reinforced leather armour of command (13 def, 14 armour) Requires: - Strength 18 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +14 Defense: +13 (+4 eff.) Fatigue: +8% Changes stats: +5 Cun Mental save: +20 (+2 eff.) Life regen: +5.60 Stamina each turn: +1.80 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Deepspanic the dwarven-steel mail armour (3 def, 14 armour)Deepspanic the dwarven-steel mail armour (3 def, 14 armour) Requires: - Strength 28 - Talent Heavy Armour Training Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +14 Defense: +3 (+1 eff.) Fatigue: +16% Changes resistances: +21% blight / +9% temporal / +16% nature Changes damage: +9% darkness Reduced damage from: +10% Unnatural Physical save: +9 (+1 eff.) Poison immunity: +10% Cut immunity: +15% Disarm immunity: +25% Pinning immunity: +10% Only die when reaching: -40.00 life A suit of armour made of mail. |
Gilirerand the rough leather belt Gilirerand the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +3 Armour: +4 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +4 Dex Changes resistances: +7% lightning / +6% temporal / +2% physical A belt that goes around your waist. |
Stormwisp StormwispInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 16 lightning Changes resistances: +5% arcane Changes resistances penetration: +15% arcane Changes damage: +12% arcane / +6% lightning Physical save: +7 (+1 eff.) Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. regal cashmere cloak (2 def, 0 armour)regal cashmere cloak (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Wil Mental save: +11 (+1 eff.) 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. dreamer's pair of hardened leather boots of tirelessness (0 def, 3 armour)dreamer's pair of hardened leather boots of tirelessness (0 def, 3 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Physical save: +8 (+1 eff.) Spell save: +11 (+1 eff.) Mental save: +10 (+1 eff.) Stamina each turn: +0.80 Maximum stamina: +25.00 A pair of boots made of leather. |
pair of hardened leather boots 'Voremira' (0 def, 3 armour) pair of hardened leather boots 'Voremira' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +7 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +3 Fatigue: +3% Changes stats: +4 Str / +5 Dex / +3 Mag / +4 Con Changes resistances: +11% fire / +3% physical / +11% cold Blindness immunity: +5% Pinning immunity: +5% Stun/Freeze immunity: +5% It can be used to activate talent Rush, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. grounding pair of dwarven-steel boots of strife (0 def, 4 armour)grounding pair of dwarven-steel boots of strife (0 def, 4 armour) Requires: - Talent Heavy Armour Training Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Con / +4 Wil Changes resistances: +10% lightning / +10% temporal Changes resistances penetration: +8% physical Mindpower: +6 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 16 cooldown : Effective talent level: 2.0 Power cost: 16 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 20 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves 'Kindlegore' (0 def, 1 armour) rough leather gloves 'Kindlegore' (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 lightning Changes resistances: +6% lightning / +9% fire / +6% acid Changes resistances penetration: +5% acid Changes damage: +4% lightning / +12% fire / +6% acid When used to modify unarmed attacks: Power: 92% Range: 1.1x Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Lightning Breath (10% chance level 1). Damage (Melee): +20 acid Burst (radius 1) on hit: +8 acid Burst (radius 2) on crit: +6 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. Kheletar the Oaknaught (0 def, 10 armour)Kheletar the Oaknaught (0 def, 10 armour) Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +10 Damage (Melee): 8 physical Damage when hit (Melee): 22 mind Changes stats: +7 Con Changes resistances: +6% nature Changes damage: +8% physical Critical mult.: +6.00% Physical save: +26 (+3 eff.) When used to modify unarmed attacks: Power: 120% Range: 1.4x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +11.0% Attack speed: 83% When this weapon hits: Sand Breath (10% chance level 3). Damage (Melee): +20 nature Burst (radius 1) on hit: +9 physical Burst (radius 2) on crit: +11 physical Metal gloves protecting the hands up to the middle of the lower arm. |
Xerynor the Blazebiter (1 def, 0 armour) Xerynor the Blazebiter (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 30% chance to blind Changes resistances: +11% blight / +12% darkness Changes resistances penetration: +5% darkness / +15% light Changes damage: +11% blight / +15% light A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. Squalorripper (0 def, 3 armour)Squalorripper (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +4 Physical crit. chance: +2.0% Armour: +3 Fatigue: +3% Changes stats: +4 Str / +4 Wil Changes resistances: +21% acid / +9% temporal Changes resistances penetration: +15% nature Physical save: +15 (+1 eff.) Mental save: +11 (+1 eff.) Blindness immunity: +20% Maximum life: +20.00 Light radius: +2 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cap made of leather. |
This item will automatically be transmogrified when you leave the level. dragonslayer's hardened leather cap of the depths (0 def, 3 armour)dragonslayer's hardened leather cap of the depths (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +10% acid / +10% fire / +10% lightning / +16% cold Allows you to breathe in: water A cap made of leather. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 aquamarine 6 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 onyx 3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli 5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+0 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 quartz 3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 sapphire 7 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 jade 8 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 turquoise 9 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ruby 8 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 amber 11 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 bloodstone 9 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
12 fire opal 12 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
17 diamond 17 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
19 moonstone 19 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 pearl 11 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
1760 alchemist agate 1760 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. |
48 alchemist bloodstone 48 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. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
woodsman's iron pickaxe (dig speed 40 turns) woodsman's iron pickaxe (dig speed 40 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Beladhelaith' (dig speed 13 turns) voratun pickaxe 'Beladhelaith' (dig speed 13 turns)Infused by nature 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Wil Changes resistances: +12% darkness / +14% nature Changes resistances penetration: +10% acid Changes damage: +6% acid / +5% nature / +3% mind Damage affinity(heal): +15% darkness Critical mult.: +5.00% Physical save: +12 (+1 eff.) Spell save: +15 (+2 eff.) Mental save: +35 (+4 eff.) Maximum life: +57.00 Mindpower: +2 (+1 eff.) Infravision radius: +7 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Imp Claw Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 6 power out of 9/9) : Effective talent level: 30.0 Power cost: 6 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 4964.19 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
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 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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 old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 127 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Fireflash the Shalore Archmage level 50
43rd Haze 122nd year of Ascendancy at 05:21 see stats
By Fireflash the Shalore Archmage level 50
62nd Dusk 122nd year of Ascendancy at 05:19 see stats
By Fireflash the Shalore Archmage level 50
48th Regrowth 123rd year of Ascendancy at 02:46 see stats
By Fireflash the Shalore Archmage level 50
30th Dusk 123rd year of Ascendancy at 16:49 see stats
By Fireflash the Shalore Archmage level 50
73rd Haze 123rd year of Ascendancy at 15:16 see stats
By Fireflash the Shalore Archmage level 50
46th Regrowth 123rd year of Ascendancy at 23:56 see stats
By Fireflash the Shalore Archmage level 50
54th Pyre 123rd year of Ascendancy at 08:35 see stats
By Fireflash the Shalore Archmage level 50
45th Haze 122nd year of Ascendancy at 10:13 see stats
By Fireflash the Shalore Archmage level 50
50th Haze 122nd year of Ascendancy at 11:50 see stats
By Fireflash the Shalore Archmage level 9
78th Pyre 122nd year of Ascendancy at 09:31 see stats
By Fireflash the Shalore Archmage level 50
31st Haze 122nd year of Ascendancy at 13:48 see stats
By Fireflash the Shalore Archmage level 50
56th Pyre 123rd year of Ascendancy at 03:35 see stats
By Fireflash the Shalore Archmage level 50
61st Dusk 122nd year of Ascendancy at 20:14 see stats
By Fireflash the Shalore Archmage level 50
31st Haze 122nd year of Ascendancy at 12:43 see stats
By Fireflash the Shalore Archmage level 50
45th Haze 122nd year of Ascendancy at 10:13 see stats
By Fireflash the Shalore Archmage level 50
56th Pyre 123rd year of Ascendancy at 02:37 see stats
By Fireflash the Shalore Archmage level 50
7th Flare 123rd year of Ascendancy at 10:56 see stats
By Fireflash the Shalore Archmage level 50
61st Dusk 122nd year of Ascendancy at 22:37 see stats
By Fireflash the Shalore Archmage level 50
30th Dusk 123rd year of Ascendancy at 17:13 see stats
By Fireflash the Shalore Archmage level 10
78th Pyre 122nd year of Ascendancy at 12:04 see stats
By Fireflash the Shalore Archmage level 20
9th Mirth 122nd year of Ascendancy at 07:32 see stats
By Fireflash the Shalore Archmage level 30
3rd Flare 122nd year of Ascendancy at 17:49 see stats
By Fireflash the Shalore Archmage level 40
5th Flare 122nd year of Ascendancy at 13:07 see stats
By Fireflash the Shalore Archmage level 50
47th Dusk 122nd year of Ascendancy at 13:34 see stats
By Fireflash the Shalore Archmage level 50
10th Regrowth 124th year of Ascendancy at 16:32 see stats
By Fireflash the Shalore Archmage level 50
3rd Mirth 123rd year of Ascendancy at 01:48 see stats
By Fireflash the Shalore Archmage level 50
47th Dusk 122nd year of Ascendancy at 20:35 see stats
By Fireflash the Shalore Archmage level 50
63rd Regrowth 123rd year of Ascendancy at 20:07 see stats
By Fireflash the Shalore Archmage level 26
10th Mirth 122nd year of Ascendancy at 10:28 see stats
By Fireflash the Shalore Archmage level 13
8th Mirth 122nd year of Ascendancy at 22:29 see stats
By Fireflash the Shalore Archmage level 50
50th Haze 122nd year of Ascendancy at 12:30 see stats
By Fireflash the Shalore Archmage level 50
56th Pyre 123rd year of Ascendancy at 03:35 see stats
By Fireflash the Shalore Archmage level 11
79th Pyre 122nd year of Ascendancy at 02:57 see stats
By Fireflash the Shalore Archmage level 50
52nd Pyre 123rd year of Ascendancy at 23:08 see stats
By Fireflash the Shalore Archmage level 50
56th Pyre 123rd year of Ascendancy at 03:35 see stats
By Fireflash the Shalore Archmage level 40
5th Flare 122nd year of Ascendancy at 13:19 see stats
By Fireflash the Shalore Archmage level 50
42nd Haze 123rd year of Ascendancy at 03:44 see stats
By Fireflash the Shalore Archmage level 4
77th Pyre 122nd year of Ascendancy at 20:01 see stats
By Fireflash the Shalore Archmage level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Fireflash the Shalore Archmage level 50
62nd Dusk 122nd year of Ascendancy at 00:32 see stats
Log
Today is the 35th Regrowth of the 133rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 36th Regrowth of the 133rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 37th Regrowth of the 133rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 38th Regrowth of the 133rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 39th Regrowth of the 133rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 40th Regrowth of the 133rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 41st Regrowth of the 133rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 42nd Regrowth of the 133rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 43rd Regrowth of the 133rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 44th Regrowth of the 133rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 45th Regrowth of the 133rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 46th Regrowth of the 133rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 47th Regrowth of the 133rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 48th Regrowth of the 133rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 49th Regrowth of the 133rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 50th Regrowth of the 133rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 51st Regrowth of the 133rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 52nd Regrowth of the 133rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 53rd Regrowth of the 133rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 54th Regrowth of the 133rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 55th Regrowth of the 133rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 56th Regrowth of the 133rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 57th Regrowth of the 133rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 58th Regrowth of the 133rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 59th Regrowth of the 133rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 60th Regrowth of the 133rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 61st Regrowth of the 133rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Fireflash deactivates Burning Wake.
Fireflash deactivates Wildfire.
Fireflash deactivates Quicken Spells.