Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Summoner |
| Level / Exp | 50 / 2154% |
| Size | medium |
| Lifes / Deaths | Killed by ultimate teluvorta at level 33 on the 55th Regrowth 123rd year of Ascendancy at 19:16 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 71 (base 39) |
| Dexterity | 62 (base 17) |
| Constitution | 99 (base 60) |
| Magic | 19 (base 8) |
| Willpower | 134 (base 66) |
| Cunning | 119 (base 60) |
Resources
| Life | 1304/1304 |
| Equilibrium | 55 |
| Healing Factor | 1.4 |
| Regeneration | 8.75 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 10 |
| See Stealth | 25 |
| See Invisible | 20 |
| ESP Range | 10 |
| ESP Kinds | dragon, demon/minor, demon/major |
Offense: Mainhand
| Damage | 32 |
| Accuracy | 65 |
| Crit Chance | 43% |
| APR | 23 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 69 |
| Accuracy | 65 |
| Crit Chance | 41% |
| APR | 50 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 4.75 |
| Crit Chance | 37% |
| Speed | 1 |
Offense: Mind
| Mindpower | 81.08 |
| Crit Chance | 66% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +12% |
| Mind | +47% |
| All | +9% |
Offense: Damage Penetration
| Mind | +20% |
Defense: Base
| Armour (hardiness) | 37 (30%) |
| Defense | 48.4 |
| Ranged Defense | 48.4 |
| Fatigue | 33 |
| Physical Save | 58.75 |
| Spell Save | 71.075 |
| Mental Save | 74.825 |
Defense: Resistances
| Acid | + 59%( 70%) |
| Blight | + 70%( 70%) |
| Physical | + 43%( 70%) |
| Cold | + 68%( 70%) |
| All | + 37%( 70%) |
| Mind | + 55%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 68%( 70%) |
| Temporal | + 70%( 70%) |
| Darkness | + 59%( 70%) |
| Arcane | + 65%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 63%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Poison Resistance | 0% |
| Confusion Resistance | 50% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 854 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 886 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 23% for 6 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1333% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 23 for 10 turns. Also while Heroism is active, you will only die when reaching -799 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. Its effects scale with your Cunning stat. |
Class Talents
| Wild-gift / Summoning (melee) | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Summoning (advanced) | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 1/5 |
| Wild-gift / Summoning (utility) | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Wild-gift / Summoning (distance) | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Wild-gift / Summoning (augmentation) | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Wild-gift / Fungus | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.20 |
| 2/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.10 |
| 4/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Harmony | 1.10 |
| 1/5 |
| 5/5 |
| 4/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Master Summoner |
| talent | Elemental Harmony |
| talent | Wild Growth |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Willpower by +2. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved Willpower by +2. | done |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved Willpower by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Willpower by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Norgos Lair. Escort: lost anorithil (level 3 of Norgos Lair)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Willpower by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the Dragon. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
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: 951. | 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. | 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, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Adymiba (0 def, 3 armour) Adymiba (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +6 Cun / +3 Wil Critical mult.: +25.00% Psi per kill: +3.00 Maximum hate: +6.00 A pair of boots made of leather. |
| Light source | Emirema the Weepclash Emirema the WeepclashCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Defense: +8 Changes stats: +1 Str / +7 Wil Changes resistances: +6% nature Changes damage: +12% mind Physical save: +13 Spell save: +12 Mental save: +15 Light radius: +4 See stealth: +25 See invisible: +20 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Dragonskull Helm (0 def, 2 armour) Dragonskull Helm (0 def, 2 armour)Requires: - Willpower 24 - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +2 Fatigue: +12% Changes resistances: +15% fire / +15% cold / +15% lightning Grants telepathy: Dragon Physical save: +12 Spell save: +12 Mental save: +12 Traces of a dragon's power still remain in this bleached and cracked skull. |
| On hands | Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 Spell save: +15 Mindpower: +12 Mental crit. chance: +5% Light radius: +1 It can be used to destroy magic in a radius 5 cone, costing 68 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, it was often used to destroy arcane artifacts, curing the world of their influence. You feel proud of having fulfilled this ancient duty. |
| Tool | The Guardian's Totem The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +10 Wil Damage when the wearer is hit: 18 slime Changes resistances: +20% arcane / +20% blight Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 Mindpower: +8 It can be used to call an antimagic pillar, costing 24 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
| On fingers | voratun ring 'Blazebender' voratun ring 'Blazebender'Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +16 Fatigue: -2% Changes stats: +10 Str / +18 Dex / +10 Wil / +20 Cun / +9 Con Changes resistances: +3% lightning / +12% temporal Changes damage: +3% lightning Critical mult.: +5.00% Mental save: +20 Rings can have magical properties. |
| On fingers | voratun ring 'Daywalker' voratun ring 'Daywalker'Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 Changes stats: +10 Str / +10 Dex / +6 Wil / +10 Cun / +10 Con Changes resistances: +9% mind / +3% fire / +12% lightning / +9% light Mental save: +12 Stun/Freeze immunity: +50% Life regen: +3.50 Rings can have magical properties. |
| Around neck | Limmir's Amulet of the Moon Limmir's Amulet of the Moon0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +10 Con Changes resistances: +5% all / +10% blight Stun/Freeze immunity: +90% Life regen: +2.00 Healing mod.: +30% Amulets can have magical properties. |
| In main hand | Bloomsoul (8-8.8 power, 13 apr, nature damage) Bloomsoul (8-8.8 power, 13 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 25% Wil, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +13 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.20 Wild-gift / Fungus Life regen: +0.50 Mindpower: +12 Mental crit. chance: +8% Healing mod.: +10% It can be used to activate talent Bloom Heal (costing 41 power out of 60/60) : Effective talent level: 1.0 Power cost: 41 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 74 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
| Around waist | Girdle of Preservation Girdle of PreservationInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +10% physical / +10% arcane / +15% fire / +15% cold / +15% lightning / +15% acid / +15% nature / +15% blight / +15% light / +15% darkness / +15% temporal Physical save: +15 Spell save: +15 Mental save: +15 Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
| In off hand | Nexus of the Way (22-24.2 power, 40 apr, mind damage) Nexus of the Way (22-24.2 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 60% Wil, 20% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +6 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +20 Mental crit. chance: +9% It can be used to activate talent Wayist (costing 51 power out of 75/75) : Effective talent level: 1.0 Power cost: 51 out of 75/75. Range: 4.00 Travel Speed: instantaneous 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. 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 | Blazecut (33 def, 9 armour) Blazecut (33 def, 9 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +9 Armour penetration: +10 Armour: +9 Defense: +33 Changes stats: +6 Dex / +3 Wil / +9 Cun Damage when the wearer hits(melee): 2 light Changes resistances: +6% temporal / +6% light Changes damage: +6% mind Physical save: +15 Spell save: +15 Mental save: +15 Mindpower: +2 Mental crit. chance: +7% Light radius: +2 Life regen bonus (wilder-summons): +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Breath of Eyal (10 def, 10 armour) Breath of Eyal (10 def, 10 armour)Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 Fatigue: +20% Changes resistances: +15% arcane / +20% fire / +20% cold / +20% lightning / +20% acid / +20% nature / +20% blight / +20% light / +20% darkness / +20% temporal / +10% all Spell save: +20 Mindpower: +10 This light weight 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 felt in your hands. |
Inventory
This item will automatically be transmogrified when you leave the level. heroism infusion (+8 for 13 turns, die at -677)heroism infusion (+8 for 13 turns, die at -677) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 13 turns. Also while Heroism is active, you will only die when reaching -677 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sneak's heroism infusion (+21 for 9 turns, die at -886) sneak's heroism infusion (+21 for 9 turns, die at -886)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 9 turns. Also while Heroism is active, you will only die when reaching -886 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sneak's sun infusion (rad 10; power 163; turns 5; dispells darkness) sneak's sun infusion (rad 10; power 163; turns 5; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 10 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 81). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 163) for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
titan's wild infusion (resist 29%; cure magical, mental) titan's wild infusion (resist 29%; cure magical, mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, mental effects and reduce all damage taken by 29% for 8 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wizard's movement infusion (633% speed; 5 turns) wizard's movement infusion (633% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 633% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of Reflection (absorb and reflect 128 for 5 turns) Rune of Reflection (absorb and reflect 128 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 128 damage for 5 turns. The effect will scale with your magic stat. It can be used to inscribe your skin with the rune.. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (686.00 temporal damage, removed from time 4 turns) Rune of the Rift (686.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4.00 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 747.74 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. frozen spear rune (318 cold damage)frozen spear rune (318 cold damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9.00 Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a bolt of ice, doing 318.28 cold damage with a chance to freeze the target. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. heat beam rune (296 fire damage)heat beam rune (296 fire damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7.00 Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 296.48 fire damage over 5 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
Furnacepulverizer FurnacepulverizerInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when the wearer hits(melee): 10 fire Changes resistances penetration: +25% fire Changes damage: +12% fire Amulets can have magical properties. |
Unflinching Eye Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 It can be used to activate talent Arcane Eye (costing 41 power out of 60/60) : Effective talent level: 2.0 Power cost: 41 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Xanynn XanynnCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Defense: +12 Stun/Freeze immunity: +50% Amulets can have magical properties. |
Zemekkys' Broken Hourglass Zemekkys' Broken HourglassPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% It can be used to activate talent Wormhole (costing 14 power out of 20/20) : Effective talent level: 4.0 Power cost: 14 out of 20/20. Range: 12.00 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a random point within range, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported to the other. The wormholes will last 7 turns. At level 4, you may choose the exit location target area (radius 4). The duration will scale with your Paradox. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
clarifying steel amulet clarifying steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% mind Confusion immunity: +22% Amulets can have magical properties. |
grounding steel amulet of the fish grounding steel amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% lightning / +12% cold Allows you to breathe in: water Stun/Freeze immunity: +20% Amulets can have magical properties. |
inertial gold amulet of strength (+3) inertial gold amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Str Pinning immunity: +20% Stamina each turn: +0.40 Amulets can have magical properties. |
purifying gold amulet of cunning (+4) purifying gold amulet of cunning (+4)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Cun Changes resistances: +14% blight Disease immunity: +21% Amulets can have magical properties. |
shielding stralite amulet of mastery (0.22 Wild-gift / Harmony) shielding stralite amulet of mastery (0.22 Wild-gift / Harmony)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light Talent mastery: +0.22 Wild-gift / Harmony Blindness immunity: +24% Amulets can have magical properties. |
stralite amulet stralite amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 4 Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet of mastery (0.40 Technique / Combat training) voratun amulet of mastery (0.40 Technique / Combat training)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Talent mastery: +0.40 Technique / Combat training Amulets can have magical properties. |
voratun amulet of mastery (0.40 Wild-gift / Fungus) voratun amulet of mastery (0.40 Wild-gift / Fungus)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Talent mastery: +0.40 Wild-gift / Fungus Amulets can have magical properties. |
Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 Physical power: +10 Armour: +10 Defense: +5 Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 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. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 28 power out of 50/50) : Effective talent level: 2.0 Power cost: 28 out of 50/50. Range: 6.00 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 50 damage per turn. The damage will increase with your Mindpower. You do +4% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
copper ring of mental power copper ring of mental powerInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mindpower: +5 Rings can have magical properties. |
gladiator's stralite ring of tenacity gladiator's stralite ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +6 Changes stats: +7 Str / +4 Con Disarm immunity: +32% Pinning immunity: +24% Knockback immunity: +39% Rings can have magical properties. |
marksman's copper ring marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 Changes stats: +3 Dex Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. marksman's voratun ring of perseverancemarksman's voratun ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 Changes stats: +10 Dex Stun/Freeze immunity: +30% Life regen: +3.50 Rings can have magical properties. |
painweaver's gold ring of clarity painweaver's gold ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 Mental save: +9 Confusion immunity: +28% Spellpower: +7 Mindpower: +7 Rings can have magical properties. |
psionicist's stralite ring of mental power psionicist's stralite ring of mental powerInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Wil Mental save: +10 Mindpower: +9 Rings can have magical properties. |
steel ring of mental power steel ring of mental powerInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Mindpower: +6 Rings can have magical properties. |
warrior's steel ring warrior's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. thunderous voratun greatsword of daylight (64-102.4 power, 4 apr)thunderous voratun greatsword of daylight (64-102.4 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Infused by nature 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.0 - 102.4 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +24 light Damage conversion: 57% lightning daze Damage against: +35% Undead When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances penetration: +18% lightning Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. arcing voratun mace of daylight (45.5-63.7 power, 6 apr)arcing voratun mace of daylight (45.5-63.7 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 45.5 - 63.7 Uses stat: 100% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +20 lightning / +18 light Damage against: +29% Undead Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. thought-forged voratun mace of nature (43-60.2 power, 6 apr)thought-forged voratun mace of nature (43-60.2 power, 6 apr) Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 43.0 - 60.2 Uses stat: 100% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Damage when this weapon hits: +20 mind Damage conversion: 49% nature / 46% mind When wielded/worn: Changes stats: +7 Wil Changes resistances: +10% all Changes resistances penetration: +15% nature Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. voratun mace of torment (45-63 power, 6 apr)voratun mace of torment (45-63 power, 6 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 45.0 - 63.0 Uses stat: 100% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Special effect when this weapon hits: 20% chance to torment the target When wielded/worn: Changes resistances penetration: +13% mind / +15% darkness Blunt and deadly. |
Eye of the Wyrm (16-17.6 power, 24 apr, physical damage) Eye of the Wyrm (16-17.6 power, 24 apr, physical damage)Requires: - Willpower 45 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 16.0 - 17.6 Uses stats: 40% Wil, 20% Str, 10% Cun Damage type: Physical Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +2.5% Attack speed: 100% Damage conversion: 18% fire / 18% cold / 18% lightning / 18% acid When wielded/worn: Changes resistances: +8% physical / +8% fire / +8% cold / +8% lightning / +8% acid Changes damage: +8% physical / +8% fire / +8% cold / +8% lightning / +8% acid Talent masteries: +0.10 Wild-gift / Venom drake aspect +0.10 Wild-gift / Cold drake aspect +0.10 Wild-gift / Fire drake aspect +0.10 Wild-gift / Storm drake aspect +0.10 Wild-gift / Sand drake aspect Mindpower: +9 Mental crit. chance: +7% It can be used to activate talent Corrosive Breath (costing 21 power out of 30/30) : Effective talent level: 4.0 Power cost: 21 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe acid in a frontal cone of radius 8. Any target caught in the area will take 194.46 acid damage. Enemies caught in the acid have a 25% chance of their weapons becoming useless for three turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in acid drake talents also increases your acid resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
This item will automatically be transmogrified when you leave the level. caller's living mindstar (17.5-19.25 power, 40 apr, nature damage)caller's living mindstar (17.5-19.25 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. Base power: 17.5 - 19.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +10% physical / +10% fire / +10% cold / +9% acid Changes damage: +15% physical / +14% fire / +15% cold / +15% acid Mindpower: +5 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. |
gifted pulsing mindstar of life (12.5-13.75 power, 32 apr, mind damage) gifted pulsing mindstar of life (12.5-13.75 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 45% Wil, 25% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Life regen: +1.00 Maximum life: +25.00 Mindpower: +11 Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Awakened Staff of Absorption (60-72 power, 60 apr, arcane damage) Awakened Staff of Absorption (60-72 power, 60 apr, arcane damage)Requires: - Magic 60 Powered by unknown forces 7.00 Encumbrance. Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% arcane / +30% fire / +30% cold / +30% lightning Changes damage: +60% arcane / +60% fire / +60% cold / +60% lightning Talent granted: +1 Command Staff Maximum mana: +100.00 Spellpower: +48 Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb energies, costing 136 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago. Yet it bears no signs of tarnishment. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
This item will automatically be transmogrified when you leave the level. blighted dragonbone magestaff of might (30-36 power, 6 apr, arcane damage)blighted dragonbone magestaff of might (30-36 power, 6 apr, arcane damage) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Arcane Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% arcane Talent granted: +1 Command Staff Vim when firing critical spell: +6.00 Maximum vim: +30.00 Spellpower: +15 Spell crit. chance: +17% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. balanced voratun waraxe of massacre (56.5-79.1 power, 6 apr)balanced voratun waraxe of massacre (56.5-79.1 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 56.5 - 79.1 Uses stat: 100% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +15 Defense: +15 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. huntsman's voratun waraxe of projection (39-54.6 power, 6 apr)huntsman's voratun waraxe of projection (39-54.6 power, 6 apr) Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Damage when this weapon hits: +16 nature / +20 mind Damage against: +30% Animal It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 5 cooldown. One-handed war axes. |
Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 When wielded/worn: Ranged Defense: +8 Changes stats: +5 Dex / +3 Cun / +2 Lck Slows Projectiles: +15% It can be used to activate talent Evasion (costing 28 power out of 40/40) : Effective talent level: 2.0 Power cost: 28 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 55% chance to completely evade them for 18 turns. Duration increases with your Willpower, and the chance to evade improves with your Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Glaresever GlareseverInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +4 Cun Changes resistances: +9% nature Changes resistances penetration: +25% light Changes damage: +12% nature / +9% light Grants telepathy: Demon/Minor Demon/Major Light radius: +3 A belt that goes around your waist. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Oluntir (2 def, 0 armour) Oluntir (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Grants telepathy: Demon/Minor Demon/Major Mindpower: +8 Mental crit. chance: +3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ureslak's Molted Scales (0 def, 0 armour) Ureslak's Molted Scales (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Changes resistances: -30% arcane / +20% fire / +20% cold / +20% lightning / +20% nature / +20% darkness Changes resistances cap: -30% arcane / +5% fire / +5% cold / +5% lightning / +5% nature / +5% darkness This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
This item will automatically be transmogrified when you leave the level. regal elven-silk cloak of implacability (3 def, 0 armour)regal elven-silk cloak of implacability (3 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 Changes stats: +4 Wil Physical save: +9 Mental save: +29 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. thick elven-silk cloak of stability (3 def, 13 armour)thick elven-silk cloak of stability (3 def, 13 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +3 Changes resistances: +23% cold Physical save: +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. elven-silk robe of chaos (5 def, 0 armour)elven-silk robe of chaos (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes resistances: +15% physical / -15% arcane / +13% fire / -12% cold / -15% nature / +13% blight Changes resistances penetration: +20% physical / +19% fire / +19% blight A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. focusing elven-silk robe of life (5 def, 0 armour)focusing elven-silk robe of life (5 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes resistances: +20% blight Life regen: +1.90 Mana each turn: +0.40 Psi each turn: +0.36 Maximum life: +88.00 Healing mod.: +29% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven elven-silk robe (5 def, 0 armour)mindwoven elven-silk robe (5 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Mindpower: +6 Mental crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Starbraid (0 def, 4 armour) Starbraid (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when the wearer hits(melee): 12 physical Changes resistances: +12% light Life regen: +1.40 Maximum life: +60.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. eldritch pair of drakeskin leather boots (0 def, 5 armour)eldritch 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 Fatigue: +5% Mana each turn: +0.40 Maximum mana: +60.00 Spell crit. chance: +5% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. eldritch pair of voratun boots of evasion (13 def, 5 armour)eldritch pair of voratun boots of evasion (13 def, 5 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +13 Fatigue: +4% Mana each turn: +0.35 Maximum mana: +56.00 Spell crit. chance: +5% It can be used to activate talent Evasion, placing all other charms into a 21 cooldown : Effective talent level: 2.0 Power cost: 21 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 55% chance to completely evade them for 18 turns. Duration increases with your Willpower, and the chance to evade improves with your Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
invigorating pair of drakeskin leather boots of evasion (12 def, 5 armour) invigorating pair of drakeskin leather boots of evasion (12 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +12 Fatigue: -2% Maximum life: +45.00 Movement speed: +10% It can be used to activate talent Evasion, placing all other charms into a 21 cooldown : Effective talent level: 3.0 Power cost: 21 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 60% chance to completely evade them for 18 turns. Duration increases with your Willpower, and the chance to evade improves with your Cunning and Dexterity. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. reinforced pair of voratun boots of phasing (0 def, 14 armour)reinforced pair of voratun boots of phasing (0 def, 14 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Fatigue: +4% Changes stats: +3 Mag / +4 Wil Changes resistances: +15% fire / +13% cold / +15% lightning / +15% acid It can be used to blink to a nearby random location, placing all other charms into a 17 cooldown. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Betibrethra (0 def, 2 armour) Betibrethra (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes resistances: +6% lightning Allows you to breathe in: water Mental save: +6 Silence immunity: +30% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. heroic voratun gauntlets (0 def, 8 armour)heroic voratun gauntlets (0 def, 8 armour) Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Mental save: +11 Maximum life: +78.00 Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. stone warden's voratun gauntlets (0 def, 18 armour)stone warden's voratun gauntlets (0 def, 18 armour) Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +9% Changes stats: +6 Con Changes resistances: +12% physical Metal gloves protecting the hands up to the middle of the lower arm. |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 21 power out of 30/30) : Effective talent level: 3.0 Power cost: 21 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 6 turns and lighting up your immediate area (radius 8). At level 3 it will also do 6.26 light damage within radius 4. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Silina (0 def, 3 armour) Silina (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: -7% Changes stats: +6 Str Life regen: +1.20 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. mindcaging voratun helm of precognition (6 def, 5 armour)mindcaging voratun helm of precognition (6 def, 5 armour) Requires: - Talent Armour Training Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +6 Armour: +5 Defense: +6 Fatigue: +5% Changes stats: +4 Cun Changes resistances: +20% mind Mental save: +15 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. psion's elven-silk wizard hat of arcana (3 def, 0 armour)psion's elven-silk wizard hat of arcana (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 Changes stats: +5 Mag / +3 Wil Changes damage: +15% mind Maximum psi: +30.00 Spellpower: +6 Mindpower: +10 Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. warlord's voratun helm of precognition (6 def, 5 armour)warlord's voratun helm of precognition (6 def, 5 armour) Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +6 Physical power: +12 Armour: +5 Defense: +6 Fatigue: +5% Changes stats: +4 Cun / +7 Wil Physical save: +15 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. fearforged voratun plate armour (9 def, 16 armour)fearforged voratun plate armour (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 Fatigue: +38% Changes stats: +9 Con Changes resistances: +15% fire / +15% darkness / -18% light Physical save: +10 Spell save: +10 Mental save: +9 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. spiked voratun plate armour (9 def, 16 armour)spiked voratun plate armour (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 Fatigue: +26% Damage when the wearer is hit: 18 physical A suit of armour made of metal plates. |
Void Quiver (0/0, 45-63 power, 10 apr) Void Quiver (0/0, 45-63 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 45.0 - 63.0 Uses stats: 50% Str, 70% Dex Damage type: Void Armour Penetration: +10 Physical crit. chance: +3.0% Capacity: 0 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. Type: misc / axe It can be used to create a ... clockwork gnome, costing 34 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
491 alchemist agate 491 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 68 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. Type: lite / lite When wielded/worn: Physical power: +12 Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 Light radius: +6 It can be used to activate talent Tidal Wave (costing 55 power out of 150/150) : Effective talent level: 4.0 Power cost: 55 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 3, doing 4.47 cold damage and 4.47 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
This item will automatically be transmogrified when you leave the level. Summertide PhialSummertide Phial Infused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 7 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 7 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem: Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
2 bloodstone 2 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Gems can be sold for money or used in arcane rituals. |
5 fire opal 5 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 138 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. |
Rod of Spydric Poison (4/4) Rod of Spydric Poison (4/4)Infused by nature 2.00 Encumbrance. Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 17 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. deadly pouch of voratun shots (19/19, 69.5-83.4 power, 6 apr)deadly pouch of voratun shots (19/19, 69.5-83.4 power, 6 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 69.5 - 83.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 19 Shots are used with slings to pummel your foes to death. |
Furnacemaim of clear mind [power 4] (14 cooldown) Furnacemaim of clear mind [power 4] (14 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Damage when the wearer hits(melee): 12 mind Damage when the wearer is hit: 20 mind / 16 fire Changes resistances: +30% fire It can be used to absorbs and nullifies at most 4 detrimental mental status effects in the next 6 turns, placing all other charms into a 14 cooldown. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of psychoportation 'Ce'Nunne' [power 28] (14 cooldown) dwarven-steel torque of psychoportation 'Ce'Nunne' [power 28] (14 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +1 Cun Damage when the wearer is hit: 12 mind Changes resistances: +5% arcane It can be used to teleport randomly (rad 28), placing all other charms into a 14 cooldown. When used: 100% chance to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
Adadhenne of thorny skin [power 35] (14 cooldown) Adadhenne of thorny skin [power 35] (14 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 Changes stats: +4 Dex Changes resistances: +6% physical Stamina each turn: +1.40 Maximum life: +80.00 It can be used to hardens the skin for 6 turns increasing armour by 35 and armour hardiness by 60%, placing all other charms into a 14 cooldown. Natural totems are made by powerful wilders to store nature power. |
tentacled ash totem of thorny skin [power 17] (14 cooldown) tentacled ash totem of thorny skin [power 17] (14 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to hardens the skin for 6 turns increasing armour by 17 and armour hardiness by 40%, placing all other charms into a 14 cooldown. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. warded dragonbone totem of thorny skin [power 46] (14 cooldown)warded dragonbone totem of thorny skin [power 46] (14 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Maximum wards: +5 nature / +5 acid / +5 light Talent granted: +1 Ward It can be used to hardens the skin for 6 turns increasing armour by 46 and armour hardiness by 70%, placing all other charms into a 14 cooldown. Natural totems are made by powerful wilders to store nature power. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times a normal sized one, that glitters in infinite colours, with slight patterns ever shifting away. |
Resonating Diamond Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
diamond diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Gems can be sold for money or used in arcane rituals. |
3 moonstone 3 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 Gems can be sold for money or used in arcane rituals. |
2 pearl 2 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Nightmare difficulty)
Found the mysterious staff and told Last Hope about it.By HuSu the Cornac Summoner level 33
67th Regrowth 123rd year of Ascendancy at 01:41 see stats
A different point of view (Nightmare difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By HuSu the Cornac Summoner level 19
52nd Dusk 122nd year of Ascendancy at 07:42 see stats
Against all odds (Nightmare difficulty)
Killed Ukruk in the ambush.By HuSu the Cornac Summoner level 33
44th Regrowth 123rd year of Ascendancy at 22:56 see stats
Antimagic! (Nightmare difficulty)
Completed antimagic training in the Ziguranth camp.By HuSu the Cornac Summoner level 18
46th Dusk 122nd year of Ascendancy at 10:45 see stats
Arachnophobia (Nightmare difficulty)
Destroyed the spydric menace.By HuSu the Cornac Summoner level 39
41st Pyre 123rd year of Ascendancy at 07:02 see stats
Are you out of your mind?! (Nightmare difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By HuSu the Cornac Summoner level 50
52nd Haze 123rd year of Ascendancy at 14:20 see stats
Brave new world (Nightmare difficulty)
Went to the Far East and took part in the war.By HuSu the Cornac Summoner level 38
37th Pyre 123rd year of Ascendancy at 15:34 see stats
Curse Lifter (Nightmare difficulty)
Killed Ben Cruthdar the Cursed.By HuSu the Cornac Summoner level 12
8th Dusk 122nd year of Ascendancy at 16:47 see stats
Demonic Invasion (Nightmare difficulty)
Stopped a demonic invasion by closing their portal.By HuSu the Cornac Summoner level 50
24th Haze 123rd year of Ascendancy at 23:13 see stats
Destroyer of the creation (Nightmare difficulty)
Killed Slasul.By HuSu the Cornac Summoner level 46
77th Dusk 123rd year of Ascendancy at 05:22 see stats
Destroyer's bane (Nightmare difficulty)
Killed Golbug the Destroyer.By HuSu the Cornac Summoner level 36
33rd Pyre 123rd year of Ascendancy at 11:50 see stats
Earth Master (Nightmare difficulty)
Killed Harkor'Zun and unlocked Stone magic.By HuSu the Cornac Summoner level 24
67th Haze 122nd year of Ascendancy at 23:50 see stats
Evil denied (Nightmare difficulty)
Won ToME by preventing the Void portal from opening.By HuSu the Cornac Summoner level 50
21st Regrowth 124th year of Ascendancy at 08:28 see stats
Exterminator (Nightmare difficulty)
Killed 1000 creatures.By HuSu the Cornac Summoner level 21
40th Haze 122nd year of Ascendancy at 21:29 see stats
Eye of the storm (Nightmare difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By HuSu the Cornac Summoner level 31
27th Regrowth 123rd year of Ascendancy at 13:41 see stats
Flooder (Nightmare difficulty)
Defeated Ukllmswwik while doing his own quest.By HuSu the Cornac Summoner level 47
77th Dusk 123rd year of Ascendancy at 09:17 see stats
Gem of the Moon (Nightmare difficulty)
Completed the Master Jeweler quest with Limmir.By HuSu the Cornac Summoner level 50
66th Haze 123rd year of Ascendancy at 00:03 see stats
Genocide (Nightmare difficulty)
Killed the Orc Greatmother in the breeding pits, thus dealing a terrible blow to the orc race.By HuSu the Cornac Summoner level 39
6th Mirth 123rd year of Ascendancy at 00:21 see stats
Guiding Hand (Nightmare difficulty)
Saved all escorted adventurers.By HuSu the Cornac Summoner level 30
11st Regrowth 123rd year of Ascendancy at 14:57 see stats
Home sweet home (Nightmare difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By HuSu the Cornac Summoner level 19
52nd Dusk 122nd year of Ascendancy at 06:59 see stats
I cleared the room of death and all I got was this lousy achievement! (Nightmare difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By HuSu the Cornac Summoner level 50
53rd Haze 123rd year of Ascendancy at 06:31 see stats
Level 10 (Nightmare difficulty)
Got a character to level 10.By HuSu the Cornac Summoner level 10
7th Flare 122nd year of Ascendancy at 21:38 see stats
Level 20 (Nightmare difficulty)
Got a character to level 20.By HuSu the Cornac Summoner level 20
74th Dusk 122nd year of Ascendancy at 05:57 see stats
Level 30 (Nightmare difficulty)
Got a character to level 30.By HuSu the Cornac Summoner level 30
9th Regrowth 123rd year of Ascendancy at 21:02 see stats
Level 40 (Nightmare difficulty)
Got a character to level 40.By HuSu the Cornac Summoner level 40
6th Mirth 123rd year of Ascendancy at 00:21 see stats
Level 50 (Nightmare difficulty)
Got a character to level 50.By HuSu the Cornac Summoner level 50
23rd Haze 123rd year of Ascendancy at 03:40 see stats
Merry wintertide! (Nightmare difficulty)
Finish the Santascape event and free the little helper elves.By HuSu the Cornac Summoner level 20
76th Dusk 122nd year of Ascendancy at 14:47 see stats
Orcrist (Nightmare difficulty)
Killed the leaders of the Orc Pride.By HuSu the Cornac Summoner level 50
1st Allure 124th year of Ascendancy at 19:57 see stats
Portal master (Nightmare difficulty)
Fought the two Sorcerers and closed four invocation portals.By HuSu the Cornac Summoner level 50
21st Regrowth 124th year of Ascendancy at 08:26 see stats
Race through fire (Nightmare difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By HuSu the Cornac Summoner level 50
27th Haze 123rd year of Ascendancy at 13:28 see stats
Rescuer of the lost (Nightmare difficulty)
Rescued the merchant from the assassin lord.By HuSu the Cornac Summoner level 18
38th Dusk 122nd year of Ascendancy at 20:32 see stats
Size matters (Nightmare difficulty)
Did over 600 damage in one attack.By HuSu the Cornac Summoner level 29
7th Regrowth 123rd year of Ascendancy at 03:42 see stats
Sliders (Nightmare difficulty)
Activated a portal using the Orb of Many Ways.By HuSu the Cornac Summoner level 37
33rd Pyre 123rd year of Ascendancy at 19:41 see stats
The Arena (Nightmare difficulty)
Unlocked Arena mode.By HuSu the Cornac Summoner level 9
7th Mirth 122nd year of Ascendancy at 14:15 see stats
The Legend of Garkul (Nightmare difficulty)
Learned the five chapters of the Legend of Garkul.By HuSu the Cornac Summoner level 19
52nd Dusk 122nd year of Ascendancy at 07:42 see stats
The Right thing to do (Nightmare difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By HuSu the Cornac Summoner level 26
7th Decay 122nd year of Ascendancy at 09:54 see stats
The sky is falling! (Nightmare difficulty)
Saw a huge meteor falling from the sky.By HuSu the Cornac Summoner level 49
22nd Haze 123rd year of Ascendancy at 10:42 see stats
There and back again (Nightmare difficulty)
Opened a portal to Maj'Eyal from the Far East.By HuSu the Cornac Summoner level 41
7th Dusk 123rd year of Ascendancy at 12:41 see stats
Treasure Hoarder (Nightmare difficulty)
Amassed 3000 gold pieces.By HuSu the Cornac Summoner level 30
11st Regrowth 123rd year of Ascendancy at 13:09 see stats
Treasure Hunter (Nightmare difficulty)
Amassed 1000 gold pieces.By HuSu the Cornac Summoner level 19
66th Dusk 122nd year of Ascendancy at 05:21 see stats
Unstoppable (Nightmare difficulty)
Returned from the dead.By HuSu the Cornac Summoner level 33
55th Regrowth 123rd year of Ascendancy at 19:16 see stats
Vampire crusher (Nightmare difficulty)
Destroyed the Master in its lair of the Dreadfell.By HuSu the Cornac Summoner level 32
43rd Regrowth 123rd year of Ascendancy at 21:57 see stats
Log
You pickup 0.65 gold pieces.
You pickup 3.00 gold pieces.
You pickup 0.95 gold pieces.
Ran for 27 turns (stop reason: interesting terrain).
Ran for 2 turns (stop reason: interesting terrain).
Lore found: Awakened Staff of Absorption (60-72 power, 60 apr, arcane damage)
You can read all your collected lore in the game menu, by pressing Escape.
HuSu picks up (N.): Awakened Staff of Absorption (60-72 power, 60 apr, arcane damage).
HuSu picks up (Y.): elven-silk robe of chaos (5 def, 0 armour).
HuSu picks up ( .): psion's elven-silk wizard hat of arcana (3 def, 0 armour).
HuSu picks up ( .): glowing phial.
HuSu picks up (I.): arcing voratun mace of daylight (45.5-63.7 power, 6 apr).
HuSu picks up (8.): stone warden's voratun gauntlets (0 def, 18 armour).
HuSu picks up (a.): heroism infusion (+8 for 13 turns, die at -677).
HuSu picks up ( .): diamond.
HuSu picks up (7.): reinforced pair of voratun boots of phasing (0 def, 14 armour).
You pickup 0.45 gold pieces.
High Sun Paladin Aeryn casts Healing Light.
HuSu picks up ( .): warded dragonbone totem of thorny skin [power 46] (14 cooldown).
Ran for 7 turns (stop reason: interesting terrain).
Lore found: Summertide Phial
You can read all your collected lore in the game menu, by pressing Escape.
Resting starts...
Talent Relentless Pursuit is ready to use.
Rested for 324 turns (stop reason: all resources and life at maximum).
