













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| 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:
Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Possessor Bonus Class 1.7.0Donators/Buyers bonus! 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:
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 | Doomed |
| Level / Exp | 50 / 2705% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 7 / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 51.272733630532 (base 8) |
| Dexterity | 79.545467261063 (base 42) |
| Constitution | 111.54546726106 (base 60) |
| Magic | 23.272733630532 (base 8) |
| Willpower | 122.54546726106 (base 62) |
| Cunning | 113 (base 65) |
Resources
| Life | 1936/1936 |
| Hate | 55/110 |
| Equilibrium | 49 |
| Psi | 203/203 |
| Healing Factor | 1.5838186089808 |
| Regeneration | 63.76780355427 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +42.64892493468% |
| Spell | 0% |
| Global | +108% |
Vision
| Sight | 10 |
| Lite | 19 |
| Infravision | 6 |
| See Stealth | 115.89654502103 |
| See Invisible | 127.44201228209 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 142 |
| Accuracy | 60 |
| Crit Chance | 51% |
| APR | 85 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 154 |
| Accuracy | 60 |
| Crit Chance | 51% |
| APR | 85 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10.5 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Mind
| Mindpower | 90 |
| Crit Chance | 89% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +25% |
| Blight | +26% |
| Physical | +66% |
| Mind | +161% |
| All | +11% |
| Darkness | +86% |
| Temporal | +43% |
| Fire | +26% |
| Nature | +36% |
Offense: Damage Penetration
| Physical | +36% |
| Acid | +50% |
| Nature | +45% |
| Fire | +36% |
| Darkness | +66% |
| Arcane | +51% |
| Mind | +111% |
| All | +20% |
Defense: Base
| Armour (hardiness) | 35 (89.687909656376%) |
| Defense | 74 |
| Ranged Defense | 74 |
| Fatigue | 0 |
| Physical Save | 42 |
| Spell Save | 44 |
| Mental Save | 69 |
Defense: Resistances
| Acid | + 66%( 70%) |
| Blight | + 58%( 70%) |
| Arcane | + 56%( 70%) |
| Cold | + 70%( 70%) |
| All | + 50%( 70%) |
| Physical | + 71%( 74%) |
| Lightning | + 70%( 70%) |
| Light | + 56%( 70%) |
| Temporal | + 64%( 70%) |
| Mind | + 65%( 70%) |
| Darkness | + 80%( 81%) |
| Fire | + 70%( 70%) |
| Nature | + 53%( 70%) |
Defense: Immunities
| Pinning Resistance | 50% |
| Confusion Resistance | 100% |
| Fear Resistance | 47% |
| Teleport Resistance | 27% |
| Blind Resistance | 50% |
| Disarm Resistance | 50% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 2.5 Infusion: HealingUse 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 325 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning 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 magical and physical effect and reduce all damage taken by 25% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 889 life over 5 turns. Its effects scale with your Cunning 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 993% 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. |
| Infusions | Effective talent level: 2.5 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 22% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Darkness | 1.60 |
| 3/5 |
| 7/5 |
| 1/5 |
| 1/5 |
| Cursed / Shadows | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 1/5 |
| Cursed / Punishments | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / One with shadows | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Cursed / Fears | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Cursed / Force of will | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gestures | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Dark sustenance | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Mental Tyranny |
| talent | Psiblades |
| talent | Antimagic Shield |
| talent | Gesture of Pain |
| talent | Skate |
| talent | Shadow Decoy |
| talent | Call Shadows |
| talent | Shadows Empathy |
| talent | Deflection |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.3)Penalty : Fractured Sanity: -5% Mind Resistance, -7% Confusion Immunity Power 1+: Unleashed: +7% critical damage, +9% off-hand weapon damage Power 2+: -1 Luck, +4 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 50% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | Guarding against melee damage: Will dismiss up to 70 damage from the next 2.5 attack(s) with a 11% chance to counterattack. Guarded |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 4.3)Penalty : Fear of Death: -7% resistance against damage from the undead. Power 1+: Power over Death: +11% damage against the undead. Power 2+: -1 Luck, +4 Strength, +4 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 21 turns, retch (level 2) when you fall below 44% health Power 4+: Reprieve from Death: Humanoids you slay have a 37% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 5.3): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 18% when tested. Power 1+: Removed from Reality: +6 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +10 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 164 mind and 117 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 8 nightmare (summon Terrors and chances to slow, deal 261 Mind damage, and deal 186 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 5.3)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 12%) for 4 turns. Power 1+: Nightwalker: +21 Darkness Resistance, +11% Max Darkness Resistance, +13 See Invisible Power 2+: -1 Luck, +10 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 21% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 21% for 3 turns. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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 gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved talent Skate (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Silimira the carrion worm mass. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Misdirection (+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 Track (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Mayirawyn the ghast. Escort: temporal explorer (level 2 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 8 of Dreadfell. Escort: temporal explorer (level 8 of Dreadfell)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 3219. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. 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. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. 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 |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided 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 | Unbreakable Greaves (Corpses) (8 def, 20 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% Curse of Corpses These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| Light source | dwarven lantern 'Guneblek'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +2 Str / +2 Dex / +7 Wil / +6 Con Changes resistances: +15% blight / +6% cold / +12% temporal / +9% fire Changes resistances penetration: +15% mind Changes damage: +15% mind Mental save: +15 (+4 eff.) Blindness immunity: +50% Confusion immunity: +26% Life regen: +16.00 Mental crit. chance: +2% Light radius: +11 See stealth: +50 See invisible: +49 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 6.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 39 for 9 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Woetickler (Madness) (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 25% chance to reduce damage dealt by 37% Changes resistances: +22% cold Changes resistances penetration: +31% darkness / +31% arcane Changes damage: +15% darkness / +30% mind Allows you to breathe in: water Hate when firing a critical mind attack: +4.00 Mental crit. chance: +6% Curse of Madness A cap made of leather. |
| On hands | Spellhunt Remnants (Nightmares) (6 def, 8 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+1 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+5 eff.) Maximum life: +100.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +15% Light radius: +1 When used to modify unarmed attacks: Power: 142% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Armour Penetration: +18 Crit. chance: +12.0% Attack speed: 83% When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Antimagic Zone (15% chance level 3). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence Can't be worn by those with arcane powers. Curse of Nightmares It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 210.90 arcane damage and stunned) Activation costs 100 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
| Tool | ash totem of summon tentacle 'Dimspawn' [power 170] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 8 darkness / 4 fire Changes resistances: +9% darkness Changes resistances penetration: +10% mind Changes damage: +21% darkness / +24% mind It can be used to summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 467 Base Damage: 204 Armor: 11 All Resist: 16 Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Mnemonic (Shrouds)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 (+3 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. Curse of Shrouds It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 4.2 Power cost: 30 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. |
| On fingers | voratun ring 'Starward' (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +9% light / +15% temporal Changes resistances penetration: +25% mind Changes damage: +15% blight / +32% temporal / +27% mind Disarm immunity: +50% Pinning immunity: +50% Knockback immunity: +45% Maximum life: +50.00 Light radius: +3 Curse of Corpses Rings make your fingers look great! |
| Around neck | voratun amulet 'Balebers'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 24 arcane resource burn Changes stats: +4 Str / +18 Dex / +5 Wil / +8 Cun / +10 Con Changes resistances: +33% lightning / +3% fire Reduces incoming crit damage: 5.00% Spell save: +6 (+2 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +25% Stun/Freeze immunity: +44% Life regen: +5.00 Stamina each turn: +1.50 Mindpower: +15 (+3 eff.) Movement speed: +10% Amulets make your neck look great! |
| In main hand | Chalomas the living mindstar (Shrouds) (116% power, 78 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 116% Range: 1.1x Uses stats: 95% Wil, 57% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +78 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 76% Damage (Melee): 15 acid / 17 fire / 12 darkness / 13 mind Damage when hit (Melee): 2 acid Changes resistances: +17% acid / +18% fire / +6% nature / +5% arcane Changes resistances penetration: +30% acid / +16% fire Changes damage: +14% acid / +15% fire / +10% mind / +7% darkness Talent granted: +1 Attune Mindstar Life regen: +5.00 Mindpower: +19 (+4 eff.) Mental crit. chance: +5% Global speed: +8% Curse of Shrouds 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 | drakeskin leather belt 'Chamyldir' (Shrouds)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +20 (+5 eff.) Changes stats: +11 Con Changes resistances: +7% arcane / +18% light Changes damage: +21% physical Teleport immunity: +27% Only die when reaching: -107.03 life Maximum life: +130.00 Healing mod.: +27% Curse of Shrouds A belt that goes around your waist. |
| In off hand | Hurodir the Smeartickler (Nightmares) (115% power, 78 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 115% Range: 1.1x Uses stats: 95% Wil, 57% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +78 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 nature Damage (radius 2) on crit: +12 fire When wielded/worn: Physical crit. chance: +3.0% Armour: +2 Damage (Melee): 20 physical / 9 mind / 15 darkness Changes stats: +2 Str / +2 Dex Changes resistances: +25% lightning / +20% physical / +25% cold / +25% fire Changes resistances penetration: +16% physical / +11% mind / +15% darkness Changes damage: +19% physical / +34% mind / +32% darkness Talent masteries: +0.20 Psionic / Voracity +0.20 Psionic / Absorption Talent granted: +1 Attune Mindstar Physical save: +9 (+3 eff.) Maximum stamina: +30.00 Maximum hate: +10.00 Mindpower: +19 (+4 eff.) Mental crit. chance: +5% Curse of Nightmares 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. |
| Cloak | Guise of the Hated (Shrouds) (14 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Defense: +14 (+3 eff.) Damage (Melee): 30 mind / 30 darkness Damage when hit (Melee): 30 mind / 30 darkness Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.30 Cursed / Gloom +0.30 Cursed / Darkness Talent granted: +5 Dark Vision Stealth bonus: +12 Mental save: +10 (+3 eff.) Hate per kill: +5.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +10% Talent on hit(mindpower): Creeping Darkness (10% chance level 3). Curse of Shrouds Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
| Main armor | Crimson Robe (Corpses) (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances: +15% all Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Cursed Bolt (8% chance level 2). Talent on hit(mindpower): Waking Nightmare (8% chance level 2). Curse of Corpses This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Inventory
healing infusion of the psychic (heal 290; cd 10)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 290 then cleanse 1 wound, poison, and disease effect. 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. |
movement infusion of the psychic (speed 768%; cd 8)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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 768% 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. |
regeneration infusion of the titan (heal 733; 12 cd)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: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 733 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. |
wild infusion of the duelist (res 34%; mental; dur 4; cd 10)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 mental effect and reduce all damage taken by 34% for 4 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. |
wild infusion of the psychic (res 45%; mental, physical; dur 2; cd 14)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 mental and physical effect and reduce all damage taken by 45% for 2 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. |
Blood of UndeathPowered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
BetyrenaInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +22% lightning / +12% temporal Changes damage: +18% arcane Blindness immunity: +20% Stun/Freeze immunity: +47% Life regen: +4.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +40.00 Maximum vim: +30.00 Amulets make your neck look great! |
Dimoath the voratun amuletInfused by nature Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +39% temporal / +26% blight / +3% fire / +24% nature / +5% arcane Changes damage: +3% darkness Physical save: +31 (+10 eff.) Spell save: +17 (+6 eff.) Mental save: +25 (+6 eff.) Poison immunity: +50% Disease immunity: +49% Cut immunity: +20% Pinning immunity: +49% Knockback immunity: +50% Only die when reaching: -20.00 life Amulets make your neck look great! |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+2 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 30 power out of 60/60) : Effective talent level: 4.5 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 5 light damage to everyone else who enters. The circle lasts 5 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Salumille the voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +12 Fatigue: -10% Changes stats: +3 Wil Physical save: +15 (+5 eff.) Pinning immunity: +20% Life regen: +5.00 Only die when reaching: -60.00 life Maximum psi: +40.00 Mindpower: +30 (+6 eff.) Amulets make your neck look great! |
Shard of InsanityInfused 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 (+2 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. |
Shockshaper the gold amulet =dex7=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 15% * 20% chance to reduce damage dealt by 37% Damage when hit (Melee): 10 lightning Changes stats: +7 Dex Changes resistances: +21% cold Changes resistances penetration: +15% lightning Amulets make your neck look great! |
The Far-HandPowered 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 36 power out of 36/36) : Effective talent level: 5.5 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (110). 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. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 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. |
Blazeshear (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Cun / +6 Wil Changes resistances: +9% cold Changes resistances penetration: +25% light Changes damage: +15% light Reduces incoming crit damage: 15.00% Stun/Freeze immunity: +39% Life regen: +9.00 Infravision radius: +3 See invisible: +12 Curse of Madness Rings make your fingers look great! |
Lisatha the gold ring (Misfortune) =dex7=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +14 (+4 eff.) Damage when hit (Melee): 4 blight Changes stats: +7 Dex Changes damage: +18% blight Pinning immunity: +20% Teleport immunity: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Misfortune Rings make your fingers look great! |
Ring of the Dead (Misfortune)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! Curse of Misfortune 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. |
Saliwen (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +6% acid / +8% physical / +12% nature Blindness immunity: +21% Disease immunity: +20% Disarm immunity: +21% Knockback immunity: +20% Teleport immunity: +21% Life regen: +21.18 Maximum life: +88.00 Healing mod.: +17% Curse of Misfortune Rings make your fingers look great! |
Writhing Ring of the Hunter (Misfortune)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 Talent granted: +1 Master of Disasters You have set the ring to grant you Master of Disasters! Curse of Misfortune A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Xerumira the Sootbait (Misfortune)Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +16 (+4 eff.) Damage when hit (Melee): 6 darkness Changes stats: +3 Wil Changes resistances: +3% darkness Changes resistances penetration: +5% mind Changes damage: +6% all Mental save: +15 (+4 eff.) Confusion immunity: +37% Life regen: +14.00 Hate when firing a critical mind attack: +1.00 Maximum life: +91.00 Spellpower: +8 (+2 eff.) Mindpower: +13 (+3 eff.) Mental crit. chance: +3% Healing mod.: +13% Curse of Misfortune Rings make your fingers look great! |
copper ring 'Chaludil' (Nightmares)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Wil / +5 Cun / +4 Con Changes resistances: +3% darkness / +9% cold Reduces incoming crit damage: 5.00% Mental save: +9 (+2 eff.) Stun/Freeze immunity: +20% Mindpower: +6 (+2 eff.) Curse of Nightmares Rings make your fingers look great! |
savage's steel ring of life (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +1 Con Spell save: +11 (+4 eff.) Life regen: +6.00 Maximum life: +57.00 Maximum stamina: +15.00 Healing mod.: +11% Curse of Madness Rings make your fingers look great! |
voratun ring 'Runaroddalin' (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+4 eff.) Changes stats: +9 Cun / +10 Dex Changes resistances: +2% physical / +6% darkness / +14% blight / +15% nature / +9% mind Reduces incoming crit damage: 5.00% Poison immunity: +30% Disease immunity: +21% Cut immunity: +20% Disarm immunity: +50% Pinning immunity: +50% Knockback immunity: +50% Life regen: +4.00 Maximum life: +50.00 Mental crit. chance: +8% Curse of Shrouds Rings make your fingers look great! |
Shantiz the Stormblade (Nightmares) (111% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Curse of Nightmares This surreal dagger crackles with the intensity of a vicious storm. |
Swordbreaker (Shrouds) (129% power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 129% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+3 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+5 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. Curse of Shrouds This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
steel mace 'Dourwither' (Shrouds) (110% power, 3 apr) =str10=Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 110% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +2.0% Damage when hit (Melee): 6 darkness / 4 physical Changes stats: +10 Str / +4 Dex / +5 Mag / +4 Wil / +5 Cun / +5 Con Changes damage: +6% darkness Stamina each turn: +1.00 Curse of Shrouds Blunt and deadly. |
Nexus of the Way (Misfortune) (124% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 124% Range: 1.1x Uses stats: 60% Wil, 20% 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: Changes stats: +3 Cun / +6 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +18 (+4 eff.) Mental crit. chance: +9% Activating this item is instant. Curse of Misfortune It can be used to activate talent Wayist (costing 60 power out of 60/60) : Effective talent level: 2.5 Power cost: 60 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 94 (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. |
Awakened Staff of Absorption (172% power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 172% Range: 1.2x 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 (+11 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 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of 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." |
Iceclamor (Shrouds)Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +13.0% Defense: +19 (+4 eff.) Changes stats: +10 Dex / +12 Cun / +8 Lck Changes resistances: +6% temporal Changes resistances penetration: +10% cold / +10% temporal Changes damage: +15% temporal Trap disarming bonus: +28 Stealth bonus: +25 Mental crit. chance: +13% Infravision radius: +5 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Shrouds A belt that goes around your waist. |
Prismmaster (Madness)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +13 (+4 eff.) Armour: +13 Defense: +15 (+3 eff.) Effects on melee hit: * 20% chance to reduce armor by 15% Changes stats: +6 Str / +9 Wil / +6 Con Changes resistances: +3% acid / +6% light / +9% blight / +3% fire / +6% cold Changes resistances penetration: +15% light Physical save: +38 (+13 eff.) Mental save: +29 (+7 eff.) Maximum life: +163.00 Size category: +1 Curse of Madness A belt that goes around your waist. |
Emadhetha the Ashwolf (Madness) (27 def, 0 armour) =dex7=Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +27 (+6 eff.) Changes stats: +7 Dex / +5 Wil / +5 Cun Changes resistances: +9% fire Changes damage: +15% mind Critical mult.: +15.00% Psi when hit: +0.12 Mental crit. chance: +6% Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Quenchhunter' (Corpses) (33 def, 9 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +9 Defense: +33 (+7 eff.) Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 2 cold Changes stats: +4 Str / +4 Con Changes resistances: +10% acid / +5% cold / +9% light / +6% arcane / +3% blight / +10% fire / +9% nature / +9% lightning Changes damage: +6% cold Physical save: +34 (+11 eff.) Spell save: +25 (+8 eff.) Mental save: +19 (+5 eff.) Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrë (Shrouds) (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+2 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Shrouds This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Wanderer's Rest (Misfortune) (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% Curse of Misfortune It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of voratun boots 'Blastriver' (Misfortune) (0 def, 14 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Fatigue: +4% Changes resistances: +9% lightning / +18% nature / +16% mind Changes resistances penetration: +26% mind Changes damage: +21% lightning / +24% mind Infravision radius: +3 Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Tarrigas' (Corpses) (10 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+2 eff.) Fatigue: -5% Effects on melee hit: * 24% chance to reduce armor by 15% Changes stats: +7 Cun / +5 Con Changes resistances: +9% temporal Changes resistances penetration: +10% mind / +10% acid Maximum encumbrance: +45 Physical save: +40 (+13 eff.) Mental save: +25 (+6 eff.) Life regen: +8.00 Mindpower: +5 (+1 eff.) Healing mod.: +20% Activating this item is instant. Curse of Corpses It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 5.5 Power cost: 30 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 36% chance to evade melee and ranged attacks and 50 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Woeshine' (Shrouds) (15 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Armour: +5 Defense: +15 (+3 eff.) Fatigue: +4% Changes stats: +6 Cun / +6 Con Changes resistances: +3% temporal / +6% light / +9% darkness Changes resistances penetration: +10% darkness Changes damage: +6% mind Physical save: +24 (+8 eff.) Spell save: +9 (+3 eff.) Mental save: +25 (+6 eff.) Activating this item is instant. Curse of Shrouds It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 5.5 Power cost: 30 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 36% chance to evade melee and ranged attacks and 50 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamepassion (Corpses) (0 def, 3 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +32.0% Armour: +3 Damage (Melee): 7 nature Changes stats: +3 Wil Changes resistances: +7% nature Changes damage: +6% blight / +9% fire / +6% nature Critical mult.: +17.00% Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +10 Spell crit. chance: +23% Mental crit. chance: +27% When used to modify unarmed attacks: Power: 150% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +25.0% Attack speed: 100% When this weapon hits: Venomous Breath (10% chance level 5). When this weapon crits: Cripple (40% chance level 5). Damage (radius 2) on crit: +10 nature Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Deliyazor the drakeskin leather cap (Misfortune) (15 def, 5 armour) =water=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +25 (+7 eff.) Armour: +5 Defense: +15 (+3 eff.) Fatigue: +5% Changes stats: +4 Str / +9 Wil / +3 Cun Changes resistances: +25% cold Changes damage: +15% mind Allows you to breathe in: water Mindpower: +20 (+4 eff.) Curse of Misfortune A cap made of leather. |
Duatheltrencher of the Blightspawn (Corpses) (17 def, 5 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +18 (+6 eff.) Armour: +5 Defense: +17 (+4 eff.) Fatigue: +5% Effects when hit in melee: * 38% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 darkness Changes stats: -9 Str / +1 Dex / +12 Wil / +23 Cun Changes resistances: +16% light / +17% darkness Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Omniscience (Corpses) (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+1 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+6 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +9% Infravision radius: +5 Curse of Corpses It can be used to reveal the surrounding area (range 20) Activation costs 30 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Silenne (Madness) (0 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +2 Wil Changes resistances: +17% light / +18% darkness / +16% mind Critical mult.: +15.00% Physical save: +22 (+7 eff.) Mental save: +24 (+6 eff.) Confusion immunity: +50% Spellpower: +15 (+4 eff.) Mindpower: +15 (+3 eff.) Curse of Madness A cap made of leather. |
67 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. |
Ulegrim (dig speed 10 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +3 Physical crit. chance: +11.0% Physical power: +10 (+3 eff.) Defense: +25 (+6 eff.) Fatigue: -5% Changes stats: +17 Str / +8 Wil Stamina each turn: +2.00 Maximum life: +25.00 Maximum stamina: +21.00 Mental crit. chance: +14% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
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 Activation costs 1 power out of 1/1. This orb is warm to the touch. |
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 Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
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 Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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) 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. |
Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
stralite torque of mindblast 'Xerybrevea' [power 370] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 21% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 11 mind Changes resistances: +16% temporal Spell save: +9 (+3 eff.) Mental save: +9 (+2 eff.) Equilibrium when hit: +0.28 Hate when firing a critical mind attack: +4.00 Spellpower: +15 (+4 eff.) Mindpower: +15 (+3 eff.) Mental crit. chance: +3% Damage Shield penetration: +30% It can be used to blast the opponent's mind dealing 966 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Hanarichik [power 122] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Physical crit. chance: +6.0% Defense: +30 (+7 eff.) Changes stats: +2 Con Changes resistances: +5% arcane Stamina each turn: +3.00 It can be used to heal yourself and all friendly characters within 10 spaces for 122 Activation puts all charms on cooldown for 15 turns. When used: * Gain a 13% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Hutir the Jetquarry [power 155] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 37% Changes stats: +3 Cun Changes damage: +15% mind Critical mult.: +5.00% Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +4.00 Maximum psi: +10.00 It can be used to summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 449 Base Damage: 175 Armor: 17 All Resist: 10 Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
Persistent WillInfused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +8 Wil Changes damage: +12% mind Mindpower: +10 (+2 eff.) It can be used to convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower) Activation costs 25 power out of 25/25. During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
dragonbone totem of healing 'Magmarot' [power 452] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes resistances: +6% lightning / +9% temporal / +6% cold Changes resistances penetration: +20% fire Changes damage: +9% fire Maximum stamina: +20.00 It can be used to heal yourself and all friendly characters within 10 spaces for 452 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 30% for 2 turns. * Cleanse 3 total effects of type disease, wound, or poison. * Heal for 110. * Reduce fatigue by 43% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of thorny skin 'Phoenixoozer' [power 70] (20 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 10 fire Changes stats: +2 Str / +1 Dex / +4 Con Changes resistances: +6% light / +3% cold Spell save: +9 (+3 eff.) It can be used to harden the skin for 7 turns increasing armour by 70 and armour hardiness by 70% Activation puts all charms on cooldown for 20 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. * Gain a 40% chance to evade weapon attacks for 2 turns. * Increase all damage penetration by 30% for 2 turns. * Heal for 100. Natural totems are made by powerful wilders to store nature power. |
Burning StarPowered 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 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Glowing CorePowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 4 When wielded/worn: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% See invisible: +20 When carried: Light radius: +2 When used to imbue an object: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% Light radius: +4 See invisible: +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 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. |
pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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 (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Kukulili the Cornac Doomed level 38
39th Regrowth 123rd year of Ascendancy at 18:18 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Kukulili the Cornac Doomed level 50
47th Pyre 123rd year of Ascendancy at 07:06 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Kukulili the Cornac Doomed level 38
37th Regrowth 123rd year of Ascendancy at 19:37 see stats
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Kukulili the Cornac Doomed level 28
74th Dusk 122nd year of Ascendancy at 03:54 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Kukulili the Cornac Doomed level 43
54th Regrowth 123rd year of Ascendancy at 11:24 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Kukulili the Cornac Doomed level 50
41st Pyre 123rd year of Ascendancy at 12:47 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Kukulili the Cornac Doomed level 42
49th Regrowth 123rd year of Ascendancy at 14:23 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Kukulili the Cornac Doomed level 28
78th Dusk 122nd year of Ascendancy at 03:07 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Kukulili the Cornac Doomed level 40
46th Regrowth 123rd year of Ascendancy at 02:30 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Kukulili the Cornac Doomed level 32
9th Regrowth 123rd year of Ascendancy at 18:00 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Kukulili the Cornac Doomed level 50
18th Dusk 123rd year of Ascendancy at 03:25 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Kukulili the Cornac Doomed level 23
58th Dusk 122nd year of Ascendancy at 07:02 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Kukulili the Cornac Doomed level 29
3rd Haze 122nd year of Ascendancy at 07:49 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Kukulili the Cornac Doomed level 50
66th Pyre 123rd year of Ascendancy at 22:55 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Kukulili the Cornac Doomed level 50
1st Summertide 123rd year of Ascendancy at 21:47 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Kukulili the Cornac Doomed level 30
11st Haze 122nd year of Ascendancy at 15:38 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Kukulili the Cornac Doomed level 44
54th Regrowth 123rd year of Ascendancy at 13:57 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Kukulili the Cornac Doomed level 10
2nd Mirth 122nd year of Ascendancy at 17:12 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Kukulili the Cornac Doomed level 20
26th Dusk 122nd year of Ascendancy at 15:17 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Kukulili the Cornac Doomed level 30
10th Haze 122nd year of Ascendancy at 11:13 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Kukulili the Cornac Doomed level 40
44th Regrowth 123rd year of Ascendancy at 11:01 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Kukulili the Cornac Doomed level 50
40th Pyre 123rd year of Ascendancy at 23:45 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Kukulili the Cornac Doomed level 50
10th Mirth 123rd year of Ascendancy at 17:27 see stats
Overpowered! (Insane (Adventure) difficulty)
Did over 6000 damage in one attack.By Kukulili the Cornac Doomed level 50
16th Dusk 123rd year of Ascendancy at 11:06 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Kukulili the Cornac Doomed level 50
60th Pyre 123rd year of Ascendancy at 15:52 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Kukulili the Cornac Doomed level 22
50th Dusk 122nd year of Ascendancy at 12:59 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Kukulili the Cornac Doomed level 25
64th Dusk 122nd year of Ascendancy at 17:06 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Kukulili the Cornac Doomed level 18
18th Dusk 122nd year of Ascendancy at 03:22 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Kukulili the Cornac Doomed level 41
46th Regrowth 123rd year of Ascendancy at 10:31 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Kukulili the Cornac Doomed level 50
18th Dusk 123rd year of Ascendancy at 03:23 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Kukulili the Cornac Doomed level 7
79th Pyre 122nd year of Ascendancy at 00:00 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Kukulili the Cornac Doomed level 50
10th Mirth 123rd year of Ascendancy at 11:03 see stats
The Rat Lich (Insane (Adventure) difficulty)
Killed the terrible Rat Lich.By Kukulili the Cornac Doomed level 27
67th Dusk 122nd year of Ascendancy at 05:37 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Kukulili the Cornac Doomed level 32
63rd Haze 122nd year of Ascendancy at 09:41 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By Kukulili the Cornac Doomed level 50
18th Dusk 123rd year of Ascendancy at 03:25 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Kukulili the Cornac Doomed level 41
46th Regrowth 123rd year of Ascendancy at 14:09 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Kukulili the Cornac Doomed level 18
23rd Dusk 122nd year of Ascendancy at 17:25 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Kukulili the Cornac Doomed level 45
1st Time of Balance 123rd year of Ascendancy at 09:30 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Kukulili the Cornac Doomed level 24
59th Dusk 122nd year of Ascendancy at 01:58 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Kukulili the Cornac Doomed level 19
25th Dusk 122nd year of Ascendancy at 12:23 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Kukulili the Cornac Doomed level 37
37th Regrowth 123rd year of Ascendancy at 02:10 see stats
Log
You gain 25.00 gold from the transmogrification of cleansing dragonbone totem of summon tentacle [power 470] (25 cooldown).
You gain 2.75 gold from the transmogrification of deadly quiver of dragonbone arrows of annihilation (22/22, 198% power, 33 apr).
You gain 25.00 gold from the transmogrification of Void Quiver (0/0, 156% power, 120 apr).
You gain 5.95 gold from the transmogrification of hardened voratun plate armour of fire resistance (Corpses) (0 def, 24 armour).
You gain 6.55 gold from the transmogrification of fortifying voratun plate armour (Corpses) (0 def, 16 armour).
You gain 5.00 gold from the transmogrification of bladed voratun helm of dexterity (+12) (Misfortune) (0 def, 5 armour).
You gain 6.26 gold from the transmogrification of augmenting elven-silk wizard hat (Corpses) (3 def, 0 armour).
You gain 3.75 gold from the transmogrification of pair of voratun boots of phasing (Corpses) (0 def, 5 armour).
You gain 5.26 gold from the transmogrification of insulating pair of voratun boots of speed (Nightmares) (0 def, 5 armour).
You gain 10.77 gold from the transmogrification of eldritch pair of voratun boots of spellbinding (Nightmares) (0 def, 5 armour).
You gain 5.96 gold from the transmogrification of dispeller's elven-silk robe of time (+12%) (Madness) (0 def, 0 armour).
You gain 6.01 gold from the transmogrification of enveloping elven-silk cloak of sorcery (Madness) (16 def, 0 armour).
You gain 15.00 gold from the transmogrification of Threads of Fate (Madness) (10 def, 0 armour).
You gain 12.50 gold from the transmogrification of Whip of Urh'Rok (Corpses) (167% power, 0 apr).
You gain 9.05 gold from the transmogrification of warbringer's voratun waraxe (Corpses) (150% power, 6 apr).
You gain 7.44 gold from the transmogrification of plaguebringer's voratun waraxe (Madness) (151% power, 6 apr).
You gain 8.62 gold from the transmogrification of flaming voratun waraxe of ruin (Shrouds) (150% power, 6 apr).
You gain 5.97 gold from the transmogrification of drakeskin leather sling of piercing (Misfortune).
You gain 5.71 gold from the transmogrification of hateful voratun longsword of phasing (Madness) (152% power, 31 apr).
You gain 9.32 gold from the transmogrification of blazebringer's voratun dagger of vileness (Misfortune) (147% power, 9 apr).
You gain 6.15 gold from the transmogrification of balanced voratun dagger of massacre (Misfortune) (164% power, 9 apr).
You gain 2.37 gold from the transmogrification of blink rune (range 8; phase 27; cd 10).
Saving game...
Saving done.
Connection to online server lost, trying to reconnect.
Connection to online server established.
Connection to online server lost, trying to reconnect.
Connection to online server established.
Connection to online server lost, trying to reconnect.
Connection to online server established.

































































































































