













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.0Official 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:
Items Vault 1.7.0Donators/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: Custom Difficulty 1.7.4Allows you to set the level of enemies, the frequency of rare creatures, and some other elements of difficulty independently during character creation, to make the game as easy or hard as you like. If you make the game at least as hard as a vanilla difficulty setting, you qualify for that difficulty's achievements. This mod will be incompatible with other mods that re-arrange the character creation screen. Embers of Rage 1.7.0Official 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:
Tinker Stores in Last Hope - Tinker 1.5.5Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Cornac |
Class | Oozemancer |
Level / Exp | 50 / 1513% |
Size | medium |
Lifes / Deaths | Killed by Gonor the blue ooze at level 22 on the 50th Haze 122nd year of Ascendancy at 08:29 5 / 2Killed by Elandar at level 50 on the 3rd Haze 123rd year of Ascendancy at 21:26 |
Antimagic | Follower |
Primary Stats
Strength | 37 (base 16) |
Dexterity | 63 (base 27) |
Constitution | 100 (base 62) |
Magic | 28 (base 14) |
Willpower | 136.96059583975 (base 60) |
Cunning | 115.26109237288 (base 60) |
Resources
Life | 1611/1611 |
Equilibrium | 96 |
Healing Factor | 2.0399965160857 |
Regeneration | 82.026950951317 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 9.54964786986 |
Infravision | 10 |
See Stealth | 66.352988552124 |
See Invisible | 72.352988552124 |
Offense: Mainhand
Damage | 107 |
Accuracy | 83 |
Crit Chance | 44% |
APR | 64 |
Speed | 1.00 |
Offense: Offhand
Damage | 119 |
Accuracy | 83 |
Crit Chance | 41% |
APR | 64 |
Speed | 1.00 |
Offense: Spell
Spellpower | 15.5 |
Crit Chance | 43% |
Speed | 1 |
Offense: Mind
Mindpower | 83 |
Crit Chance | 89% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +32% |
Light | +13% |
Nature | +95% |
Mind | +67% |
Arcane | +16% |
Cold | +25% |
All | +7% |
Offense: Damage Penetration
Nature | +82% |
Acid | +20% |
Light | +10% |
Darkness | +14% |
Cold | +40% |
Mind | +33% |
Fire | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 24 (48.304188961773%) |
Defense | 47 |
Ranged Defense | 47 |
Fatigue | 0 |
Physical Save | 40 |
Spell Save | 61 |
Mental Save | 57 |
Defense: Resistances
Blight | + 65%( 70%) |
Arcane | + 50%( 70%) |
Mind | + 52%( 70%) |
All | + 40%( 70%) |
Lightning | + 52%( 70%) |
Light | + 56%( 70%) |
Temporal | + 47%( 70%) |
Physical | + 42%( 70%) |
Cold | + 67%( 70%) |
Fire | + 50%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 63% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Disarm Resistance | 40% |
Bleed Resistance | 81% |
Pinning Resistance | 17% |
Instadeath Resistance | 100% |
Knockback Resistance | 30% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 761 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 40% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 346 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 828% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 28% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Class Talents
Wild-gift / Oozing blades | 1.30 |
| 3/5 |
| 3/5 |
| 4/5 |
| 2/5 |
Wild-gift / Moss | 1.30 |
| 2/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Wild-gift / Slime | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Wild-gift / Ooze | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Wild-gift / Mucus | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Wild-gift / Eyal's fury | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Wild-gift / Harmony | 1.20 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Wild-gift / Antimagic | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Psiblades |
talent | Elemental Harmony |
talent | Unstoppable Nature |
talent | Acidic Skin |
talent | Mitosis |
talent | Antimagic Shield |
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 |
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 grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You 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 Willpower by +5. | 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 Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You failed to protect the lost sun paladin from death by Bethelle the fiery orc wyrmic. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You failed to protect the lost warrior from death by Yvinn the red crystal. Escort: lost warrior (level 4 of Old Forest) | failed |
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 Cunning by +5. | done |
You failed to protect the repented thief from death by Cyrunor the venom drake hatchling. Escort: repented thief (level 3 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1555. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. 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. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. 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. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to 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 |
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 | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +15% blight / +18% light Changes resistances penetration: +25% nature Changes damage: +9% nature Spell save: +18 (+5 eff.) Stamina each turn: +0.90 Maximum stamina: +28.00 A pair of boots made of leather. |
Light source | ![]() Infused by nature Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +2 Dex / +10 Wil / +7 Con Changes resistances: +15% blight / +12% fire / +3% all Changes resistances penetration: +20% acid Changes damage: +15% mind Physical save: +11 (+4 eff.) Spell save: +14 (+4 eff.) Life regen: +15.00 Light radius: +6 Infravision radius: +3 Healing mod.: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Wil Changes resistances: +12% temporal / +4% physical / +9% light / +18% nature Changes damage: +24% nature Critical mult.: +26.31% Psi each turn: +0.40 Equilibrium when hit: +0.36 Mindpower: +6 (+1 eff.) Mental crit. chance: +5% Healing mod.: +20% A pointy cloth hat, very wizardly... |
On hands | ![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +10 Wil Changes resistances: +21% lightning Changes resistances penetration: +15% nature Changes damage: +9% nature Critical mult.: +20.00% Spell save: +9 (+3 eff.) Maximum vim: +50.00 Spellpower: +15 (+4 eff.) Spell crit. chance: +6% It can be used to blast the opponent's mind dealing 551 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+3 eff.) Changes stats: +8 Cun / +8 Dex Changes resistances: +6% blight / +9% cold / +9% nature Changes resistances penetration: +10% light / +25% cold Changes damage: +6% light / +9% cold Mental save: +9 (+3 eff.) Poison immunity: +14% Disease immunity: +18% Confusion immunity: +33% Rings make your fingers look great! |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +7 Str / +6 Dex / +10 Wil Blindness immunity: +33% Infravision radius: +7 Sight radius: +2 See invisible: +6 Amulets make your neck look great! |
In main hand | ![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 83% Wil, 49% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +62 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +8 fire When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +2 Changes stats: +3 Dex / +13 Cun / +1 Con Changes resistances: +6% blight Changes resistances penetration: +20% fire / +13% mind / +14% darkness Changes damage: +25% mind / +25% darkness Talent granted: +1 Attune Mindstar Critical mult.: +14.00% Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +1.00 Maximum stamina: +30.00 Maximum hate: +10.00 Mindpower: +16 (+3 eff.) Mental crit. chance: +17% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +15 (+3 eff.) Mental crit. chance: +15% The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
In off hand | ![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 99% Wil, 33% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +62 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +9 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +29 (+6 eff.) Mental crit. chance: +9% Activating this item is instant. It can be used to activate talent Wayist (costing 51 power out of 60/60) : Effective talent level: 2.5 Power cost: 51 out of 60/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 100 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +59 (+15 eff.) Armour: +13 Defense: +3 (+1 eff.) Fatigue: -19% Effects on melee hit: * 20% chance to slow global speed by 73% Changes stats: +3 Dex / +3 Mag / +3 Cun / +1 Con Changes resistances: +6% fire / +30% cold Reduces incoming crit damage: 17.75% Disease immunity: +20% Cut immunity: +10% Life regen: +4.73 Maximum life: +195.00 Maximum stamina: +69.00 Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +17 Con Changes resistances: +6% cold / +15% all Changes resistances penetration: +15% cold Changes damage: +9% cold / +47% nature / +9% arcane Critical mult.: +5.00% Spell save: +3 (+1 eff.) Mental save: +19 (+5 eff.) Poison immunity: +97% Disease immunity: +91% Mindpower: +6 (+1 eff.) Mental crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 110.14 physical damage and 403.50 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 245 then cleanse 1 wound, poison, and disease effect. 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 nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 915% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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 nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 767% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 709% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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 nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 732% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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 nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 800% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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 nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 638 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 nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 341 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 31% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 43% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() shatter afflictions rune (absorb 119; cd 15) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 119 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +6% temporal / +18% light / +16% darkness Changes resistances penetration: +25% lightning Blindness immunity: +38% Silence immunity: +20% Only die when reaching: -40.00 life Maximum life: +100.00 Healing mod.: +20% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +8 Cun / +3 Dex Changes resistances: +30% cold / +21% light / +22% darkness Changes damage: +6% cold / +9% fire Blindness immunity: +35% Infravision radius: +3 Amulets make your neck look great! |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+9 eff.) Confusion immunity: -100% Mindpower: +8 (+1 eff.) Talent on hit(mindpower): Sunder Mind (8% chance level 1). A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 31 power out of 36/36) : Effective talent level: 5.5 Power cost: 31 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (115). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes resistances penetration: +15% blight Critical mult.: +5.00% Spell save: +15 (+4 eff.) Mental save: +6 (+2 eff.) Confusion immunity: +11% Mana when firing critical spell: +2.00 Mindpower: +7 (+1 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +9% cold / +6% light / +9% temporal Spell save: +6 (+2 eff.) Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +11% lightning Stun/Freeze immunity: +20% Amulets make your neck look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Wil Mental save: +7 (+2 eff.) Confusion immunity: +14% Mindpower: +7 (+1 eff.) Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 44 Damage when hit (Melee): 8 mind Changes stats: +4 Str Changes resistances: +6% lightning / +12% fire Changes damage: +3% mind Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Cun Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Talent masteries: +0.14 Wild-gift / Mindstar mastery +0.14 Wild-gift / Moss Amulets make your neck look great! |
![]() Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Cun Changes resistances: +23% nature / +26% blight Changes resistances penetration: +15% light Changes damage: +30% mind / +12% light Spell save: +18 (+5 eff.) Poison immunity: +44% Disease immunity: +44% Mindpower: +20 (+4 eff.) Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +16 Damage when hit (Melee): 6 light Changes stats: +7 Str / +5 Dex / +1 Cun Critical mult.: +11.00% Physical save: +19 (+6 eff.) Spell save: +14 (+4 eff.) Mental save: +17 (+5 eff.) See invisible: +9 Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Con Physical save: +19 (+6 eff.) Life regen: +7.00 Maximum life: +59.00 Amulets make your neck look great! |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 9 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. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +4 Damage when hit (Melee): 4 arcane Changes stats: +5 Str Changes resistances: +2% physical Critical mult.: +20.00% Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -40.00 life Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -9% Damage when hit (Melee): 4 lightning Changes stats: +3 Wil Changes resistances: +20% light Changes resistances penetration: +25% lightning / +25% acid Maximum encumbrance: +29 Mindpower: +15 (+3 eff.) Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 2 fire Changes resistances: +35% nature / +6% lightning Changes resistances penetration: +5% lightning Changes damage: +13% nature / +15% fire Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +10 (+3 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+15 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 25% chance to reduce all saves and defense by 44 * 25% chance to gain 10% of a turn (3/turn limit) Changes resistances: +19% mind / +19% temporal Reduces incoming crit damage: 19.38% Mental save: +15 (+4 eff.) Cut immunity: +25% Confusion immunity: +50% Rings make your fingers look great! |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+5 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+2 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 26 power out of 30/30) : Effective talent level: 3.5 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +3 Changes stats: +7 Dex / +3 Con Changes resistances: +30% fire Changes resistances penetration: +25% mind Changes damage: +15% fire Critical mult.: +15.00% Maximum psi: +50.00 Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% 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 radius 3 tidal wave that expands slowly over 7 turns, dealing 28.89 cold and 24.73 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 51 power out of 60/60. This azure ring seems to be always moist to the touch. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +15 (+5 eff.) Damage when hit (Melee): 10 physical Changes stats: +13 Con Changes resistances penetration: +15% mind Critical mult.: +20.00% Physical save: +10 (+3 eff.) Rings make your fingers look great! |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes resistances: +15% mind Mental save: +5 (+1 eff.) Confusion immunity: +22% Mental crit. chance: +3% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Wil / +1 Con Changes resistances: +24% acid Changes resistances penetration: +5% light / +20% acid Changes damage: +18% acid Infravision radius: +3 Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +28% acid / +6% light / +12% nature / +6% fire / +5% arcane / +15% lightning Changes damage: +14% acid Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 44 Damage (Melee): 14 physical Effects on ranged hit: * 15% chance to reduce all saves and defense by 44 Damage (Ranged): 9 physical Changes stats: +2 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 4.5 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 313% weapon damage over 7 turns, and all healing will be reduced by 65%. Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 44 Damage (Melee): 10 physical Effects on ranged hit: * 15% chance to reduce all saves and defense by 44 Damage (Ranged): 9 physical Changes stats: +4 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 5.5 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 325% weapon damage over 7 turns, and all healing will be reduced by 70%. Rings make your fingers look great! |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Mental save: +6 (+2 eff.) Confusion immunity: +22% Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Stun/Freeze immunity: +20% Life regen: +2.00 Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -7% Maximum encumbrance: +31 Stun/Freeze immunity: +43% Life regen: +3.00 Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Spell save: +11 (+3 eff.) Maximum stamina: +15.00 Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Con Spell save: +17 (+5 eff.) Maximum stamina: +22.00 Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +3 Con Spell save: +15 (+4 eff.) Stun/Freeze immunity: +50% Life regen: +6.00 Maximum stamina: +28.00 Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Cun / +4 Wil Mindpower: +6 (+1 eff.) Rings make your fingers look great! |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Cun / +4 Wil Life regen: +10.00 Maximum life: +59.00 Mindpower: +9 (+1 eff.) Healing mod.: +14% Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Cun / +6 Wil Mental save: +10 (+3 eff.) Confusion immunity: +28% Mindpower: +11 (+2 eff.) Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +5 Fatigue: -6% Changes stats: +3 Dex / +3 Con Changes damage: +9% acid Maximum encumbrance: +22 Rings make your fingers look great! |
![]() voratun ring 0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +37% lightning / +18% physical / +3% light / +3% cold / +12% nature / +3% mind Changes resistances penetration: +10% mind Changes damage: +17% lightning / +18% physical Spell save: +9 (+3 eff.) Life regen: +20.00 Maximum life: +52.00 Healing mod.: +18% Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 73% Changes resistances: +15% cold / +18% fire / +12% darkness / +5% arcane Changes resistances penetration: +26% nature Changes damage: +6% lightning / +9% mind / +9% nature Disarm immunity: +49% Pinning immunity: +50% Knockback immunity: +50% Maximum life: +45.00 Mindpower: +10 (+2 eff.) Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 19% chance to reduce all saves and defense by 44 Damage (Melee): 34 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 44 Damage (Ranged): 32 physical Changes stats: +10 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +14.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 3.5 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 158% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 59%. Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +22% cold Changes damage: +11% cold Rings make your fingers look great! |
![]() Magmashine (56-84 power, 4 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.0 - 84.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +28 nature / +24 fire When wielded/worn: Armour penetration: +5 Defense: +25 (+8 eff.) Damage when hit (Melee): 8 light Changes resistances: +7% physical Changes resistances penetration: +20% mind / +30% physical Critical mult.: +27.20% Maximum psi: +30.00 Mental crit. chance: +5% Massive two-handed battleaxes. |
![]() acidic voratun battleaxe of erosion (54-81 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 54.0 - 81.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 29 damage over 5 turns and reducing armor and accuracy by 4 Damage (Melee): +10 nature Massive two-handed battleaxes. |
![]() flaming voratun battleaxe of evisceration (60-90 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 60.0 - 90.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% Damage (radius 1) on hit: +26 fire When wielded/worn: Physical crit. chance: +20.0% Physical power: +16 (+5 eff.) Massive two-handed battleaxes. |
![]() warbringer's voratun battleaxe of massacre (76-114 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 76.5 - 114.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Physical power: +21 (+7 eff.) Changes stats: +6 Con Changes resistances penetration: +21% physical Disarm immunity: +48% Massive two-handed battleaxes. |
![]() Rootpain the voratun dagger (37-48 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 27% chance to slow global speed by 73% On weapon crit: * Splash the target with acid dealing 29 damage over 5 turns and reducing armor and accuracy by 4 Damage (Melee): +27 acid Damage (radius 2) on crit: +20 nature When wielded/worn: Effects on melee hit: * 27% chance to gain 10% of a turn (3/turn limit) Changes resistances: +27% cold Changes resistances penetration: +25% nature / +34% acid Changes damage: +21% temporal Sharp, short and deadly. |
![]() chilling voratun dagger of phasing (38-49 power, 32 apr) Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +32 Crit. chance: +10.0% Attack speed: 100% Damage Shield penetration (this weapon only): +19% Damage (Melee): +29 cold Sharp, short and deadly. |
![]() acidic voratun greatmaul of evisceration (71-106 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 71.0 - 106.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% * Splash the target with acid dealing 29 damage over 5 turns and reducing armor and accuracy by 4 When wielded/worn: Physical crit. chance: +21.0% Physical power: +21 (+7 eff.) Massive two-handed mauls. |
![]() plaguebringer's voratun greatsword of vileness (62-99 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 62% chance to reduce strength, dexterity, and constitution by 9 Damage (Melee): +56 blight When wielded/worn: Disease immunity: +37% Massive two-handed swords. |
![]() inquisitor's voratun longsword of erosion (44-61 power, 6 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 44.0 - 61.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Deals 130 Manaburn damage and puts 1 random spell talent on cooldown for 6 turns (checks Confusion immunity) Damage (Melee): +20 nature Sharp, long, and deadly. |
![]() warbringer's voratun longsword (40-56 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 40.5 - 56.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical power: +15 (+5 eff.) Changes stats: +7 Con Changes resistances penetration: +15% physical Disarm immunity: +32% Sharp, long, and deadly. |
![]() blazebringer's voratun mace (47-65 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 47.0 - 65.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +76 fire When wielded/worn: Changes resistances penetration: +25% fire Global speed: +11% Blunt and deadly. |
![]() elemental voratun mace of paradox (44-61 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 44.0 - 61.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 17 acid damage (1/turn) Damage (Melee): +19 temporal When wielded/worn: Changes resistances: +19% temporal Changes resistances penetration: +29% acid Changes damage: +30% acid Blunt and deadly. |
![]() flaming voratun mace (44-61 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 44.0 - 61.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +20 fire Blunt and deadly. |
![]() warbringer's voratun mace of shearing (43-60 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 43.5 - 60.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +25 (+7 eff.) Armour penetration: +15 Physical power: +12 (+4 eff.) Changes stats: +7 Con Changes resistances penetration: +15% all / +15% physical Disarm immunity: +31% Blunt and deadly. |
![]() Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Physical save: +8 (+3 eff.) Spell save: +5 (+2 eff.) Mental save: +4 (+1 eff.) Equilibrium when hit: +0.50 Mindpower: +7 (+1 eff.) Mental crit. chance: +4% Healing mod.: +17% Heals friendly targets nearby when you use a nature summon: +32 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 15 fire Changes resistances: +18% fire Changes resistances penetration: +10% fire Changes damage: +19% fire Talent granted: +1 Attune Mindstar Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Global speed: +7% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.5 - 17.1 Uses stats: 49% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes resistances: +3% blight Changes damage: +8% nature Talent granted: +1 Attune Mindstar Spell save: +8 (+2 eff.) Disease immunity: +15% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Bogwaker Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 On weapon hit: * 27 arcane resource burn When wielded/worn: Accuracy: +15 (+4 eff.) Physical crit. chance: +7.0% Defense: +15 (+5 eff.) Damage when hit (Melee): 10 nature Changes stats: +6 Cun Changes resistances: +12% lightning / +7% physical / +9% temporal Changes damage: +24% nature Pinning immunity: +27% Only die when reaching: -80.00 life Maximum life: +136.01 Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+9 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 170 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." |
![]() earthen dragonbone magestaff of wizardry (30-36 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. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +12 Armour Hardiness: +9% Changes stats: +6 Mag / +6 Wil Changes damage: +30% fire Talent granted: +1 Command Staff Physical save: +9 (+3 eff.) Maximum mana: +91.00 Spellpower: +27 (+6 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() ethereal dragonbone magestaff of power (30-36 power, 6 apr, cold element) 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: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +21 (+7 eff.) Changes damage: +30% cold Talent granted: +1 Command Staff Spellpower: +42 (+8 eff.) Spell crit. chance: +5% Damage Shield penetration: +30% Damage Shield Power: +14% Staves designed for wielders of magic, by the greats of the art. |
![]() magelord's dragonbone magestaff of breaching (30-36 power, 6 apr, lightning element) 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: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +14.0% Damage (Melee): 40 arcane Changes resistances penetration: +15% lightning Changes damage: +30% lightning Talent granted: +1 Command Staff Maximum mana: +96.00 Spellpower: +24 (+5 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() balanced orichalcum trident of massacre (70-112 power, 16 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 70.0 - 112.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +21 (+6 eff.) Defense: +21 (+7 eff.) Disarm immunity: +70% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() voratun waraxe 'Eremayaldir' (55-77 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 55.5 - 77.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 27% chance to gain 10% of a turn (3/turn limit) Changes stats: +8 Str / +7 Mag Changes resistances: +12% temporal Changes damage: +24% temporal Critical mult.: +15.00% Reduces incoming crit damage: 20.40% Mental save: +24 (+7 eff.) Equilibrium when hit: +0.12 Mental crit. chance: +10% One-handed war axes. |
![]() voratun waraxe of evisceration (39-55 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 Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +15.0% Physical power: +15 (+5 eff.) One-handed war axes. |
![]() voratun waraxe of evisceration (41-58 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.5 - 58.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +15.0% Physical power: +14 (+5 eff.) One-handed war axes. |
![]() warbringer's voratun waraxe (38-53 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 38.0 - 53.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Physical power: +15 (+5 eff.) Changes stats: +5 Con Changes resistances penetration: +15% physical Disarm immunity: +35% One-handed war axes. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +6.0% Physical power: +3 (+1 eff.) Changes damage: +9% nature Critical mult.: +6.00% Only die when reaching: -20.00 life A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+2 eff.) Changes stats: +2 Str / +2 Mag / +7 Wil / +7 Cun Changes resistances: +6% lightning / +13% fire / +13% cold Damage against: +35% Summoned Reduced damage from: +22% Summoned Critical mult.: +11.00% Physical save: +18 (+6 eff.) Cut immunity: +10% A belt that goes around your waist. |
![]() Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Cun / +3 Con Critical mult.: +10.00% Physical save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Life regen: +1.20 Psi when hit: +0.08 Hate when firing a critical mind attack: +2.00 Mindpower: +8 (+1 eff.) Healing mod.: +15% A belt that goes around your waist. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +40 (+13 eff.) Changes stats: +7 Dex Changes resistances: +20% mind / +6% arcane Changes resistances penetration: +33% physical Changes damage: +15% lightning Critical mult.: +20.00% Physical save: +12 (+4 eff.) Spell save: +24 (+6 eff.) Life regen: +2.90 Stamina each turn: +4.01 Healing mod.: +30% A belt that goes around your waist. |
![]() drakeskin leather belt 'Hathyndur' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Physical power: +25 (+8 eff.) Armour: +10 Changes stats: +5 Str / +9 Dex / +8 Wil / +5 Con Changes resistances: +10% fire / +12% cold Changes resistances penetration: +25% arcane Stamina each turn: +4.08 A belt that goes around your waist. |
![]() Frozen Shroud (12 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 60 ice Changes stats: +12 Mag Changes resistances: +25% cold / -15% fire / +8% all Changes damage: +25% cold It can be used to release a radius 4 chilling blast, instantly dealing 198.75 cold damage and condensing the air into freezing vapors that deal 66.25 cold damage (based on Magic) each turn for 10 turns Activation costs 26 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. |
![]() Radiance (15 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 (+5 eff.) Damage when hit (Melee): 30 blinding light Changes stats: +10 Cun / +10 Mag Changes resistances: +30% light / +30% darkness Changes resistances cap: +10% light Changes damage: +25% light Talent category bonus: +0.20 Celestial Spellpower: +20 (+5 eff.) This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 44 Changes resistances: +12% light / +9% fire / +10% cold / +3% nature / +6% mind Changes damage: +6% cold Spell save: +9 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() murderer's elven-silk cloak of Iron Throne (3 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +10 Defense: +3 (+1 eff.) Changes stats: +4 Str / +6 Dex / +5 Cun / +4 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +8% acid / +7% fire / +7% lightning / +7% cold Physical save: +6 (+2 eff.) Mental save: +8 (+2 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature / +13% all Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.30 Wild-gift / Moss Physical save: +15 (+5 eff.) Life regen: +0.20 Mindpower: +12 (+2 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
![]() spellwoven elven-silk robe of power (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +15% all Changes damage: +16% all Spell save: +30 (+8 eff.) Spellpower: +26 (+6 eff.) Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Coalstreak the pair of drakeskin leather boots (0 def, 5 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Effects on melee hit: * 27% chance to reduce damage dealt by 35% Changes stats: +3 Str / +5 Wil / +15 Con Changes resistances penetration: +34% blight / +34% light Changes damage: +24% physical Mana when firing critical spell: +2.72 Movement speed: +25% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% A pair of boots made of leather. |
![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning) Activation costs 43 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+2 eff.) Armour: +5 Effects on melee hit: * 23% chance to slow global speed by 73% Changes stats: +20 Str / +5 Wil / +1 Cun / +20 Con Changes resistances: +3% light / +3% darkness Changes resistances penetration: +10% mind / +12% physical Changes damage: +20% physical Stamina each turn: +1.30 Maximum stamina: +29.00 Size category: +2 A pair of boots made of leather. |
![]() insulating pair of voratun boots of massiveness (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +10 Str / +10 Con Changes resistances: +15% fire / +14% cold Changes damage: +9% physical Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() invigorating pair of drakeskin leather boots of tirelessness (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: -10% Stamina each turn: +2.20 Maximum life: +60.00 Maximum stamina: +30.00 Movement speed: +10% A pair of boots made of leather. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +7 (+2 eff.) Fatigue: -6% Stamina each turn: +0.40 Maximum life: +39.00 Movement speed: +10% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 26 cooldown : Effective talent level: 3.5 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 31% chance to evade melee and ranged attacks and 29 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() miner's pair of voratun boots of spellbinding (0 def, 14 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Fatigue: +4% Changes stats: +6 Mag Lowers spell cool-downs by: 10% Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() wanderer's pair of drakeskin leather boots of tirelessness (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +6 Cun / +6 Con Physical save: +22 (+7 eff.) Mental save: +21 (+6 eff.) Stamina each turn: +1.30 Maximum stamina: +36.00 A pair of boots made of leather. |
![]() Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +4.0% Armour: +2 Fatigue: +3% Damage (Melee): 6 acid Damage when hit (Melee): 2 physical Changes stats: +5 Str / +2 Dex Changes resistances: +6% acid Changes damage: +3% acid Physical save: +3 (+1 eff.) Blindness immunity: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 4 nature Changes resistances: +10% fire / +7% cold Changes resistances penetration: +25% nature Changes damage: +9% arcane A pointy cloth hat, very wizardly... |
![]() Crown of the Elements (0 def, 10 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +10 Mag / +10 Wil Changes resistances: +25% acid / +25% fire / +25% cold / +25% lightning Changes damage: +25% acid / +25% fire / +25% cold / +25% lightning Spellpower: +15 (+4 eff.) Mindpower: +15 (+3 eff.) This jeweled crown shimmers with colors. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +24% lightning / +12% acid Changes damage: +16% lightning / +12% darkness Equilibrium when hit: +0.08 Mindpower: +30 (+6 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to reduce damage dealt by 35% Changes stats: +7 Str / +7 Dex Changes resistances: +12% blight Changes resistances penetration: +20% cold Changes damage: +21% cold It can be used to activate talent Skullcracker, placing all other charms into a 17 cooldown : Effective talent level: 4.5 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 124.4 Physical damage. If the attack hits, the target is confused (41% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +7 Cun / +7 Wil Changes resistances: +9% lightning / +3% light / +5% arcane / +9% blight / +18% cold / +17% mind / +15% fire Changes resistances penetration: +5% acid Changes damage: +16% mind / +6% cold Physical save: +15 (+5 eff.) Mental save: +18 (+5 eff.) Equilibrium when hit: +2.80 Psi when hit: +2.80 Hate when hit: +3.00 Maximum psi: +40.00 Mindpower: +16 (+3 eff.) Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
![]() Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 4 nature Changes stats: +6 Str / +10 Dex / +8 Wil / +7 Cun / +8 Con Physical save: +11 (+4 eff.) Mental save: +20 (+5 eff.) Hate when firing a critical mind attack: +3.00 Mindpower: +6 (+1 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 24 cooldown : Effective talent level: 3.5 Power cost: 24 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 21% chance to reduce damage dealt by 35% Changes stats: +7 Cun / +7 Wil Changes resistances: +18% mind / +27% cold Changes damage: +18% mind / +18% cold Mental save: +9 (+3 eff.) Poison immunity: +21% Pinning immunity: +10% Only die when reaching: -20.00 life Mindpower: +6 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +4 Defense: +6 (+2 eff.) Fatigue: +4% Effects when hit in melee: * 11% chance to gain 10% of a turn (3/turn limit) Changes stats: +10 Str / +6 Dex / +4 Cun Changes resistances: +5% cold Changes damage: +3% temporal Allows you to breathe in: water See invisible: +3 It can be used to activate talent Skullcracker, placing all other charms into a 17 cooldown : Effective talent level: 4.5 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 124.4 Physical damage. If the attack hits, the target is confused (41% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() catburglar's drakeskin leather cap of constitution (+10) (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Dex / +10 Con Changes resistances: +25% darkness Infravision radius: +8 A cap made of leather. |
![]() dragonslayer's voratun helm of dexterity (+10) (0 def, 5 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Dex Changes resistances: +13% acid / +15% fire / +12% lightning / +11% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() eldritch 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 (+1 eff.) Mana each turn: +1.90 Mana when hit: +3.00 Maximum mana: +110.00 Spellpower: +10 (+2 eff.) It can be used to activate talent Manaflow, placing all other charms into a 34 cooldown : Effective talent level: 3.5 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 9 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() voratun mail armour (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +12% A suit of armour made of mail. |
![]() Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+5 eff.) Mindpower: +10 (+2 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
![]() prismatic voratun plate armour (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes resistances: +20% light / +19% darkness A suit of armour made of metal plates. |
![]() prismatic voratun plate armour of command (15 def, 26 armour) Requires: - Massive armour training - Strength 60 Powered by arcane forces Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Defense: +15 (+5 eff.) Fatigue: +22% Changes stats: +6 Cun Changes resistances: +20% light / +20% darkness Mental save: +25 (+7 eff.) A suit of armour made of metal plates. |
![]() voratun plate armour of the dragon (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes resistances: +15% acid / +15% physical / +15% cold / +15% lightning / +14% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +39% Stun/Freeze immunity: +39% Knockback immunity: +40% A suit of armour made of metal plates. |
![]() icy voratun shield of purity (0 def, 10 armour, 190 block) Requires: - Shield usage training - Strength 48 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +10 Fatigue: +8% Damage (Melee): 35 cold Damage when hit (Melee): 21 ice Changes resistances: +17% nature / +20% blight Talent granted: +1 Block Handheld deflection devices. |
![]() Sundare (21/21, 54-75 power, 18 apr) Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 54.0 - 75.6 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +14.0% Capacity: 21 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 121 physical damage Travel speed: +472% Damage (Ranged): +27 fire When wielded/worn: Ammo reloads per turn: +5 Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 68 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +2 Physical crit. chance: +4.0% Defense: +10 (+3 eff.) Changes resistances penetration: +25% temporal Changes damage: +6% physical Physical save: +9 (+3 eff.) Stamina each turn: +3.00 Light radius: +8 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 17 power out of 25/25) : Effective talent level: 4.5 Power cost: 17 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 23 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() storming pouch of voratun shots of crippling (22/22, 57-68 power, 6 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 57.0 - 68.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +15.0% Capacity: 22 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Ranged): +33 lightning Damage (radius 2) on crit: +12 lightning Shots are used with slings to pummel your foes to death. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Increase all damage by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 6 nature Changes stats: +4 Str / +6 Dex / +5 Cun / +18 Con Changes resistances: +19% mind / +12% nature Reduces incoming crit damage: 15.00% Infravision radius: +3 It can be used to heal yourself and all friendly characters within 10 spaces for 560 Activation puts all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 9 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Defense: +31 (+10 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +8 Dex Changes resistances: +5% arcane Changes resistances penetration: +25% cold Changes damage: +21% cold / +9% physical It can be used to sting an enemy dealing 1097 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. When used: * Gain a 39% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to summon a resilient tentacle up to 5 spaces away for 9 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1021 Base Damage: 420 Armor: 50 All Resist: 36 Activation puts all charms on cooldown for 22 turns. When used: * Increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 440 Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage penetration by 29% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Heatglamour the dragonbone wand of shielding [power 560] (17 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 8 blight Changes stats: +10 Cun Changes resistances: +24% blight Changes resistances penetration: +34% temporal Changes damage: +24% fire Mental save: +21 (+6 eff.) Equilibrium when hit: +0.24 Hate when firing a critical mind attack: +4.00 It can be used to create a shield absorbing up to 560 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. When used: * Heal for 110. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() soothing dragonbone wand of lightning storm [power 560] (13 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 119 lightning damage and will be dazed for 1 turn (599 total damage) Activation puts all charms on cooldown for 13 turns. When used: * Heal for 96. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 26 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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 Flagella the Cornac Oozemancer level 34
1st Time of Balance 123rd year of Ascendancy at 15:17 see stats
By Flagella the Cornac Oozemancer level 33
79th Regrowth 123rd year of Ascendancy at 22:55 see stats
By Flagella the Cornac Oozemancer level 41
8th Mirth 123rd year of Ascendancy at 04:33 see stats
By Flagella the Cornac Oozemancer level 36
23rd Pyre 123rd year of Ascendancy at 12:46 see stats
By Flagella the Cornac Oozemancer level 8
1st Dusk 122nd year of Ascendancy at 06:06 see stats
By Flagella the Cornac Oozemancer level 35
20th Pyre 123rd year of Ascendancy at 15:22 see stats
By Flagella the Cornac Oozemancer level 34
18th Pyre 123rd year of Ascendancy at 10:16 see stats
By Flagella the Cornac Oozemancer level 26
7th Allure 123rd year of Ascendancy at 16:22 see stats
By Flagella the Cornac Oozemancer level 50
4th Haze 123rd year of Ascendancy at 00:01 see stats
By Flagella the Cornac Oozemancer level 22
50th Haze 122nd year of Ascendancy at 04:14 see stats
By Flagella the Cornac Oozemancer level 34
13rd Pyre 123rd year of Ascendancy at 18:39 see stats
By Flagella the Cornac Oozemancer level 49
74th Dusk 123rd year of Ascendancy at 18:21 see stats
By Flagella the Cornac Oozemancer level 50
77th Dusk 123rd year of Ascendancy at 18:48 see stats
By Flagella the Cornac Oozemancer level 30
65th Regrowth 123rd year of Ascendancy at 19:03 see stats
By Flagella the Cornac Oozemancer level 10
8th Dusk 122nd year of Ascendancy at 14:23 see stats
By Flagella the Cornac Oozemancer level 20
9th Haze 122nd year of Ascendancy at 19:31 see stats
By Flagella the Cornac Oozemancer level 30
65th Regrowth 123rd year of Ascendancy at 13:31 see stats
By Flagella the Cornac Oozemancer level 40
76th Pyre 123rd year of Ascendancy at 07:03 see stats
By Flagella the Cornac Oozemancer level 50
75th Dusk 123rd year of Ascendancy at 18:58 see stats
By Flagella the Cornac Oozemancer level 49
75th Dusk 123rd year of Ascendancy at 18:58 see stats
By Flagella the Cornac Oozemancer level 50
4th Haze 123rd year of Ascendancy at 00:01 see stats
By Flagella the Cornac Oozemancer level 45
6th Dusk 123rd year of Ascendancy at 09:29 see stats
By Flagella the Cornac Oozemancer level 21
17th Haze 122nd year of Ascendancy at 15:35 see stats
By Flagella the Cornac Oozemancer level 47
53rd Dusk 123rd year of Ascendancy at 15:10 see stats
By Flagella the Cornac Oozemancer level 25
6th Allure 123rd year of Ascendancy at 05:32 see stats
By Flagella the Cornac Oozemancer level 36
20th Pyre 123rd year of Ascendancy at 18:32 see stats
By Flagella the Cornac Oozemancer level 6
2nd Flare 122nd year of Ascendancy at 05:26 see stats
By Flagella the Cornac Oozemancer level 37
49th Pyre 123rd year of Ascendancy at 21:49 see stats
By Flagella the Cornac Oozemancer level 24
71st Haze 122nd year of Ascendancy at 13:08 see stats
By Flagella the Cornac Oozemancer level 23
60th Haze 122nd year of Ascendancy at 17:52 see stats
By Flagella the Cornac Oozemancer level 17
4th Haze 122nd year of Ascendancy at 14:45 see stats
By Flagella the Cornac Oozemancer level 32
79th Regrowth 123rd year of Ascendancy at 19:55 see stats
Log
Fire wyrm's devouring flames area effect hits Flagella for (23 antimagic), 0 fire (0 total damage).
You pickup 2.50 gold pieces.
Talent Eyal's Wrath is ready to use.
Flagella is no longer attuned.
Flagella picks up ( .): voratun mail armour (5 def, 10 armour).
Talent Nature's Balance is ready to use.
Flagella picks up ( .): ethereal dragonbone magestaff of power (30-36 power, 6 apr, cold element).
Flagella picks up (8.): voratun ring.
Flagella picks up ( .): invigorating pair of drakeskin leather boots of tirelessness (0 def, 5 armour).
Talent Relentless Pursuit is ready to use.
Flagella picks up ( .): acidic voratun greatmaul of evisceration (71-106 power, 4 apr).
Flagella picks up ( .): storming pouch of voratun shots of crippling (22/22, 57-68 power, 6 apr).
Flagella picks up ( .): prismatic voratun plate armour (0 def, 16 armour).
Ran for 3 turns (stop reason: interesting terrain).
Ran for 6 turns (stop reason: interesting terrain).
Ran for 2 turns (stop reason: interesting terrain).
You pickup 0.70 gold pieces.