Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Forbidden Cults 1.5.9Official 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 | Normal Adventure |
Sex | Female |
Race | Dwarf |
Class | Berserker |
Level / Exp | 50 / 731% |
Size | big |
Lifes / Deaths | Killed by snow giant thunderer at level 20 on the 7th Gold 123rd year of Ascendancy at 16:06 4 / 3Killed by elven blood mage at level 24 on the 18th Voratun 123rd year of Ascendancy at 14:49 Killed by Grand Corruptor at level 25 on the 4th Profit 123rd year of Ascendancy at 13:24 |
Primary Stats
Strength | 161 (base 64) |
Dexterity | 101 (base 60) |
Constitution | 88 (base 60) |
Magic | 40 (base 10) |
Willpower | 65 (base 15) |
Cunning | 82 (base 31) |
Resources
Life | 2082/2082 |
Stamina | 384/384 |
Healing Factor | 1.753488372093 |
Regeneration | 5.5234883720893 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -8.8817841970013E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 20 |
Infravision | 6 |
See Stealth | 60.444544830989 |
See Invisible | 66.444544830989 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 478 |
Accuracy | 68 |
Crit Chance | 89% |
APR | 34 |
Speed | 1.00 |
Offense: Spell
Spellpower | 33 |
Crit Chance | 35% |
Speed | 1 |
Offense: Mind
Mindpower | 54 |
Crit Chance | 66% |
Speed | 1 |
Offense: Damage Bonus
Light | +20% |
Nature | +32% |
Mind | +17% |
Physical | +15% |
Cold | +22% |
All | +7% |
Offense: Damage Penetration
Blight | +20% |
Physical | +40% |
Mind | +30% |
All | +15% |
Defense: Base
Armour (hardiness) | 79.926519666065 (100%) |
Defense | 48 |
Ranged Defense | 49 |
Fatigue | 0 |
Physical Save | 89 |
Spell Save | 48 |
Mental Save | 81 |
Defense: Resistances
Acid | + 54%( 70%) |
Blight | + 52%( 70%) |
Arcane | + 42%( 70%) |
Cold | + 57%( 70%) |
All | + 34%( 70%) |
Mind | + 54%( 70%) |
Lightning | + 57%( 70%) |
Light | + 47%( 70%) |
Temporal | + 50%( 70%) |
Physical | + 47%( 70%) |
Darkness | + 59%( 70%) |
Fire | + 66%( 70%) |
Nature | + 56%( 70%) |
Defense: Immunities
Silence Resistance | 52% |
Pinning Resistance | 10% |
Knockback Resistance | 50% |
Confusion Resistance | 100% |
Fear Resistance | 30% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 97% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 28 for 8 turns. While Heroism is active, you will only die when reaching -900 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 420 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 642% 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 Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 491 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 31% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
Technique / Two-handed assault | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Technique / Warcries | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Technique / Berserker's strength | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 4/5 |
Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.60 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 3/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 4/5 |
| 2/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.60 |
| 5/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Berserker Rage |
talent | Chant of Fortitude |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You successfully escorted the lost anorithil to the recall portal on level 1 of Dreadfell. Escort: lost anorithil (level 1 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Dreadfell. Escort: lost anorithil (level 2 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Dreadfell. Escort: lost anorithil (level 3 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved talent Disarm (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved Strength by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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: 1577. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? Slasul bound his lifeforce to yours and gave your a powerful trident in return. * You have sided with Slasul and killed Ukllmswwik. | 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 within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided 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 | undeterred pair of hardened leather boots of rushing (0 def, 3 armour) undeterred pair of hardened leather boots of rushing (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Str / +3 Con Silence immunity: +26% Confusion immunity: +23% Stun/Freeze immunity: +26% It can be used to activate talent Rush, placing all other charms into a 15 cooldown : Effective talent level: 1.6 Power cost: 15 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Light source | dwarven lantern 'Dagydelen' dwarven lantern 'Dagydelen'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +14 Fatigue: -8% Damage when hit (Melee): 8 blight / 30 fire Changes stats: +3 Str / +4 Dex Changes resistances: +10% fire / +15% darkness / +5% arcane Changes resistances penetration: +15% all Changes damage: +13% light Damage affinity(heal): +5% light Blindness immunity: +47% Confusion immunity: +30% Spellpower on spell critical (stacks up to 3 times): +4 Light radius: +15 See stealth: +19 See invisible: +25 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 4.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 45 for 7 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 | Silibretta the voratun helm (8 def, 14 armour) Silibretta the voratun helm (8 def, 14 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +14 Defense: +8 (+2 eff.) Fatigue: +5% Changes stats: +13 Wil Changes resistances: +15% lightning / +15% temporal / +20% darkness / +15% blight / +19% light / +7% all Changes resistances penetration: +5% blight / +15% mind Physical save: +11 (+2 eff.) Mental save: +60 (+12 eff.) Mental crit. chance: +4% Heals friendly targets nearby when you use a nature summon: +20 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Pitchwinter of the Blightspawn [power 103] (12 cooldown) Pitchwinter of the Blightspawn [power 103] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Armour: +6 Effects when hit in melee: * 28% chance to disease * 31% chance to inflict 15% damage reduction Changes stats: +2 Str Maximum wards: +6 physical / +6 mind / +9 darkness Changes resistances penetration: +25% physical Talent granted: +2 Ward Healing mod.: +15% It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 103 for 7 turns, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 7 psi. Torques are made by powerful psionics to store psionic powers. |
On fingers | Voidvault of the Blightspawn Voidvault of the BlightspawnPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 12 bleed Effects on ranged hit: * 13% chance to cause random gloom Damage (Ranged): 11 bleed Effects when hit in melee: * 26% chance to disease * 20% chance to inflict 15% damage reduction Changes stats: +4 Cun Physical save: +12 (+2 eff.) Mental save: +5 (+1 eff.) Silence immunity: +26% Confusion immunity: +23% Mana each turn: +0.22 Hate when firing a critical mind attack: +2.00 Only die when reaching: -40.00 life Maximum life: +30.00 Maximum hate: +10.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
On fingers | Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+1 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+9 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Around waist | drakeskin leather belt 'Xanirevea' drakeskin leather belt 'Xanirevea'Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +13.0% Armour: +4 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: -10% Changes stats: +12 Dex / +12 Cun / +10 Lck Changes resistances: +3% darkness / +9% temporal Trap disarming bonus: +28 Stealth bonus: +15 Maximum encumbrance: +55 Physical save: +10 (+2 eff.) Mental save: +6 (+1 eff.) Pinning immunity: +10% Mindpower: +12 (+4 eff.) Mental crit. chance: +15% Infravision radius: +6 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
In main hand | Legacy of the Naloren (194% power, 20 apr) Legacy of the Naloren (194% power, 20 apr)Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 5 It must be held with both hands. Power: 195% Range: 1.4x Uses stat: 140% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 100% When this weapon hits: Stunning Blow (10% chance level 1). When this weapon hits: Spit Poison (10% chance level 5). When this weapon hits: Silence (10% chance level 3). When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / +10 Lck Changes resistances: +10% acid / +15% cold / +20% nature Changes damage: +15% cold / +25% nature / +10% mind Talent masteries: +0.30 Technique / Combat techniques +0.30 Technique / Combat training +0.30 Psionic / Psychic Assault Talents cooldown: Spit Poison (-2 turns) Rush (-3 turns) Mindpower: +12 (+4 eff.) Mental crit. chance: +12% Light radius: +2 It can be used to activate talent Implode (costing 24 power out of 60/60) : Effective talent level: 2.0 Power cost: 24 out of 60/60. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Bind the target mercilessly with constant, bone-shattering pressure, pinning and slowing it by 50% for 3 turns and dealing 86.3 Physical damage each turn. The duration and damage will improve with your Mindpower. This incredibly beautiful -- and powerful -- trident is made of the rare metal orichalcum. An amazing pearl is seated in head of the trident, as it spreads into three razor sharp prongs. It is imbued with the greatest strengths of all of the most powerful Naga warriors. Slasul gave it to you as a sign of his faith in you. It is a sign of hope for all of the Naloren race, that one outside of their tribe could be so trusted. |
On hands | heroic drakeskin leather gloves of dispersion (0 def, 8 armour) heroic drakeskin leather gloves of dispersion (0 def, 8 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Damage (Melee): 17 arcane Changes stats: +7 Mag / +9 Wil Changes resistances: +7% arcane Mental save: +9 (+1 eff.) Maximum life: +79.00 It can be used to activate talent Disperse Magic, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Chromatic Harness (10 def, 14 armour) Chromatic Harness (10 def, 14 armour)Requires: - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+3 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% cold / +20% fire / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Cloak | cashmere cloak 'Fulygar' (2 def, 0 armour) cashmere cloak 'Fulygar' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +2 Dex Changes resistances: +13% blight / +18% fire / +13% nature Critical mult.: +3.00% Physical save: +30 (+6 eff.) Life regen: +2.90 Healing mod.: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Limmir's Amulet of the Moon Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +10 Str / +10 Dex / +10 Mag / +10 Wil / +10 Cun / +10 Con Changes resistances: +30% mind / +5% all Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Amulets can have magical properties. |
Inventory
Unrudedur the Flashwill Unrudedur the FlashwillPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -12% Damage (Melee): 13 light / 12 darkness Effects when hit in melee: * 11% chance to inflict 15% damage reduction * 10% chance to blind Changes stats: +4 Str / +7 Dex / +5 Mag / +8 Cun / +7 Con Changes damage: +7% acid / +13% light / +10% darkness / +7% fire / +7% lightning / +7% cold Reduces incoming crit damage: 15.00% Life regen: +1.10 Stamina each turn: +1.10 Spellpower: +6 (+3 eff.) Spell crit. chance: +6% Light radius: +2 Movement speed: +10% Amulets can have magical properties. |
gold amulet 'Scorpionquarry' gold amulet 'Scorpionquarry'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 4 temporal Changes stats: +10 Str Changes resistances: +9% temporal Changes resistances penetration: +15% nature Amulets can have magical properties. |
gold amulet of perfection (0.20 Technique / Combat veteran,0.20 Technique / Bloodthirst) gold amulet of perfection (0.20 Technique / Combat veteran,0.20 Technique / Bloodthirst)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Talent masteries: +0.20 Technique / Combat veteran +0.20 Technique / Bloodthirst Amulets can have magical properties. |
grounding gold amulet of manastreaming grounding gold amulet of manastreamingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +1 Mag Changes resistances: +18% lightning Stun/Freeze immunity: +25% Mana each turn: +0.17 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +20.00 Amulets can have magical properties. |
insulating stralite amulet of perfection (0.24 Technique / Warcries,0.24 Technique / Combat training) insulating stralite amulet of perfection (0.24 Technique / Warcries,0.24 Technique / Combat training)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +18% fire / +22% cold Talent masteries: +0.24 Technique / Warcries +0.24 Technique / Combat training Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 6 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. |
Blindrot the copper ring Blindrot the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +1 Cun Changes resistances: +22% fire Changes damage: +11% fire Grants telepathy: Dragon See invisible: +9 Rings can have magical properties. |
Giledumas the Coaltyphoon Giledumas the CoaltyphoonPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +5 Str Changes resistances: +3% darkness Changes damage: +9% fire Mental save: +8 (+1 eff.) Blindness immunity: +26% Confusion immunity: +26% Infravision radius: +5 See stealth: +11 See invisible: +5 Rings can have magical properties. |
Pitchfame PitchfameInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +8 Wil Changes resistances: +3% temporal / +3% cold / +6% light / +5% arcane Changes resistances penetration: +10% darkness / +15% light Changes damage: +6% darkness Spell save: +20 (+7 eff.) Stun/Freeze immunity: +47% Life regen: +6.50 Maximum life: +100.00 Mindpower: +12 (+4 eff.) Healing mod.: +28% Rings can have magical properties. |
gold ring of warding gold ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +15% acid / +16% fire / +19% lightning / +15% cold Rings can have magical properties. |
mule's steel ring of perseverance mule's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Maximum encumbrance: +23 Stun/Freeze immunity: +22% Life regen: +1.50 Rings can have magical properties. |
Zerirand (170% power, 4 apr) Zerirand (170% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 171% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +20 acid When wielded/worn: Accuracy: +19 (+4 eff.) Armour penetration: +41 Physical crit. chance: +21.0% Changes stats: +1 Wil / +1 Con Changes resistances penetration: +21% physical Changes damage: +6% mind Critical mult.: +26.00% Stamina each turn: +0.20 Equilibrium when hit: +0.16 Mental crit. chance: +2% Healing mod.: +5% Heals friendly targets nearby when you use a nature summon: +20 Massive two-handed battleaxes. |
Newly picked up voratun dagger 'Hurofang' (157% power, 9 apr)voratun dagger 'Hurofang' (157% power, 9 apr) Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 158% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 111% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Accuracy: +8 (+2 eff.) Damage when hit (Melee): 8 arcane Changes stats: +4 Dex Critical mult.: +5.00% Spell save: +6 (+2 eff.) Knockback immunity: +10% Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +10.00 Sharp, short and deadly. |
Eloraba (165% power, 3 apr) Eloraba (165% power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 165% Range: 1.5x Uses stat: 120% Str Damage type: Temporal Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 19% chance to disease * Random elemental explosion Damage (Melee): +13 blight Burst (radius 1) on hit: +8 mind / +4 temporal When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +13 (+4 eff.) Changes resistances penetration: +16% acid / +16% fire / +16% lightning / +16% cold Disease immunity: +17% Disarm immunity: +35% Psi when hit: +0.08 Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Massive two-handed mauls. |
Chadur the voratun greatsword (173% power, 4 apr) Chadur the voratun greatsword (173% power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 173% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 25 bleeding, 75% reduced healing * cripple the target Damage (Melee): +84 insidious poison When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +41.0% Physical power: +21 (+3 eff.) Changes stats: +4 Cun / +4 Wil Critical mult.: +5.00% Mental crit. chance: +1% Massive two-handed swords. |
Urthelach (177% power, 4 apr) Urthelach (177% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 177% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 23% chance to disease On weapon crit: * wounds the target for 7 turns: 25 bleeding, 75% reduced healing Damage (Melee): +13 blight / +13 cold Burst (radius 2) on crit: +8 blight When wielded/worn: Physical crit. chance: +21.0% Physical power: +13 (+2 eff.) Changes resistances: +5% arcane Disease immunity: +31% Cut immunity: +15% Stun/Freeze immunity: +5% Teleport immunity: +5% Massive two-handed swords. |
Velyrewen (154% power, 6 apr) Velyrewen (154% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 155% Range: 1.4x Uses stat: 100% Str Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Melee): +17 lightning When wielded/worn: Accuracy: +14 (+3 eff.) Physical crit. chance: +15.0% Defense: +13 (+4 eff.) Damage when hit (Melee): 8 mind Changes resistances penetration: +5% arcane / +20% temporal Changes damage: +6% mind Grants telepathy: Dragon Disarm immunity: +42% Sharp, long, and deadly. |
Newly picked up Durulach the Flamefoe (113% power, 40 apr, mind damage)Durulach the Flamefoe (113% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This harmonious mindstar will complement other natural mindstars. Power: 113% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 fire Burst (radius 1) on hit: +12 fire When wielded/worn: Effects on melee hit: * 20% chance to disease Changes resistances: +9% blight / +6% fire / +10% nature Changes resistances penetration: +10% blight / +20% fire / +10% nature Changes damage: +8% nature Talent mastery: +0.20 Wild-gift / Harmony Equilibrium when hit: +2.40 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Newly picked up Voidriver of the Blightspawn (113% power, 40 apr, nature damage)Voidriver of the Blightspawn (113% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural mindstar summons a caller. Power: 113% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 blight When wielded/worn: Damage when hit (Melee): 8 mind / 9 darkness Changes stats: +17 Str / -17 Wil Changes damage: +12% blight / +5% mind / +13% darkness Mental save: +7 (+1 eff.) Maximum psi: +36.00 Mindpower: +19 (+6 eff.) Mental crit. chance: +9% 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. |
living mindstar 'Arilaith' (117% power, 40 apr, nature damage) living mindstar 'Arilaith' (117% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. This natural sand should be returned to the wyrm. This natural frost should be returned to the wyrm. Power: 117% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +9.0% Attack speed: 100% When wielded/worn: Armour: +13 Damage when hit (Melee): 20 ice / 19 physical Changes stats: +3 Con Changes resistances: +18% acid / +20% cold / +18% physical Changes resistances penetration: +20% cold / +12% physical Changes damage: +20% cold / +24% physical Hate when firing a critical mind attack: +6.00 Maximum hate: +23.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Life leech chance: +23% Life leech: +14% It can be used to activate talent Burrow, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 20 of target armor and 10% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. 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. |
living mindstar 'Flashcutter' (114% power, 40 apr, mind damage) living mindstar 'Flashcutter' (114% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar hates not to be wrathful. Power: 114% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +9.0% Attack speed: 100% Damage (Melee): +12 physical When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances: +9% blight Changes resistances penetration: +15% mind / +15% darkness Changes damage: +25% mind / +25% darkness Mental save: +33 (+6 eff.) Disarm immunity: +20% Stun/Freeze immunity: +25% Only die when reaching: -80.00 life Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Light radius: +3 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Newly picked up living mindstar 'Taintravager' (114% power, 40 apr, mind damage)living mindstar 'Taintravager' (114% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural frost should be returned to the wyrm. Power: 114% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +11 Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 4 ice Changes resistances: +9% mind / +18% cold Changes resistances penetration: +12% cold Changes damage: +4% cold Mental save: +10 (+2 eff.) Mindpower: +27 (+8 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar of sand (87% power, 18 apr, nature damage) =burrow= vined mindstar of sand (87% power, 18 apr, nature damage) =burrow=Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural sand should be returned to the wyrm. Power: 87% Range: 1.1x Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 7 physical Changes resistances: +10% physical Changes resistances penetration: +4% physical Changes damage: +4% physical Mindpower: +4 (+1 eff.) Mental crit. chance: +2% It can be used to activate talent Burrow, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 20 of target armor and 10% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. 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. |
Awakened Staff of Absorption (172% power, 60 apr, fire element) Awakened Staff of Absorption (172% power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+18 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 120 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." |
Hanukalthovor (136% power, 6 apr, fire element) Hanukalthovor (136% power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +4 Effects on melee hit: * 15% chance to corrode armour by 30% Damage (Melee): 33 fire Changes stats: +2 Dex Changes resistances: +3% physical Changes damage: +6% physical / +30% fire Talent granted: +1 Command Staff Critical mult.: +30.00% Physical save: +13 (+2 eff.) Spell save: +11 (+4 eff.) Mental save: +12 (+2 eff.) Spellpower: +21 (+9 eff.) Spell crit. chance: +12% See invisible: +19 Staves designed for wielders of magic, by the greats of the art. |
Arcobsidian ArcobsidianCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +12% lightning / +8% fire / +6% light / +8% cold Changes resistances penetration: +25% lightning / +15% light Changes damage: +6% light A belt that goes around your waist. |
Jetcast of the Blightspawn Jetcast of the BlightspawnInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Effects when hit in melee: * 35% chance to disease * 28% chance to inflict 15% damage reduction Changes resistances: +6% mind Changes resistances penetration: +10% arcane / +15% mind Changes damage: +6% arcane Physical save: +6 (+1 eff.) Life regen: +1.90 Maximum life: +47.00 Mindpower: +7 (+2 eff.) Healing mod.: +16% A belt that goes around your waist. |
Daymistress (3 def, 6 armour) Daymistress (3 def, 6 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +4 Wil Changes resistances: +25% darkness / +9% fire Changes resistances penetration: +20% darkness Changes damage: +24% darkness / +3% temporal Reduces incoming crit damage: 15.00% Stealth bonus: +25 Physical save: +15 (+3 eff.) Mental save: +30 (+6 eff.) Cut immunity: +10% Only die when reaching: -50.00 life Maximum life: +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
battlemaster's elven-silk cloak of sorcery (3 def, 0 armour) battlemaster's elven-silk cloak of sorcery (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +3 Str / +4 Dex / +6 Mag / +5 Wil / +4 Con Talent mastery: +0.30 Technique / Combat training Spell save: -27 (-9 eff.) Stamina each turn: +1.10 Mana each turn: -0.42 Spell crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cystfiend the elven-silk robe (5 def, 0 armour) Cystfiend the elven-silk robe (5 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +6 Str / +6 Mag / +5 Wil / +6 Con Changes resistances: +26% lightning / +7% cold Changes resistances penetration: +5% blight Changes damage: +23% lightning / +7% physical / +10% cold / +12% nature / +9% arcane Spell save: +30 (+10 eff.) Poison immunity: +31% Disease immunity: +42% Spellpower: +4 (+2 eff.) Damage Shield penetration: +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Dourwyrd of the Blightspawn (0 def, 3 armour) Dourwyrd of the Blightspawn (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +2 (+0 eff.) Armour: +3 Fatigue: +3% Effects when hit in melee: * 34% chance to disease * 28% chance to inflict 15% damage reduction Changes stats: +6 Str / +3 Mag / +7 Con Changes resistances: +8% fire / +8% cold Changes damage: +7% physical Spell save: +4 (+2 eff.) Maximum stamina: +10.00 Lowers spell cool-downs by: 10% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
Silothra the pair of hardened leather boots (0 def, 3 armour) Silothra the pair of hardened leather boots (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 4 blight Changes resistances: +15% acid / +18% temporal / +17% darkness / +6% blight Changes resistances penetration: +25% blight / +14% temporal / +16% darkness Changes damage: +9% acid / +12% blight Defense after a teleport: +18 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% A pair of boots made of leather. |
Skycast (0 def, 3 armour) Skycast (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * Slows global speed by 30% * 30% chance to daze at end of turn Damage when hit (Melee): 12 lightning Changes stats: +10 Lck / +6 Dex Changes resistances penetration: +10% nature Changes damage: +6% nature / +6% lightning Stealth bonus: +10 A pair of boots made of leather. |
Obsidianmight of the Blightspawn (0 def, 2 armour) Obsidianmight of the Blightspawn (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +11.0% Armour: +2 Damage (Melee): 8 temporal Damage (Ranged): 9 temporal Changes stats: +4 Dex / -4 Mag / +4 Cun Changes resistances: +8% temporal / +6% light / +5% arcane Changes damage: +5% temporal Critical mult.: +8.00% Spell crit. chance: +5% Mental crit. chance: +13% Light radius: +2 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic rough leather gloves of dispersion (0 def, 5 armour) =disp= heroic rough leather gloves of dispersion (0 def, 5 armour) =disp=Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 Damage (Melee): 7 arcane Changes stats: +4 Mag / +4 Wil Changes resistances: +4% arcane Mental save: +6 (+1 eff.) Maximum life: +40.00 It can be used to activate talent Disperse Magic, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stone warden's dwarven-steel gauntlets of war-making (0 def, 13 armour) stone warden's dwarven-steel gauntlets of war-making (0 def, 13 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +14.0% Armour: +13 Armour Hardiness: +8% Changes stats: +7 Con Changes resistances: +9% physical Critical mult.: +10.00% Spell crit. chance: +13% Mental crit. chance: +11% Metal gloves protecting the hands up to the middle of the lower arm. |
Barandil the Blazeraven (0 def, 5 armour) Barandil the Blazeraven (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 33% chance to blind Changes stats: +6 Str / +4 Dex / +6 Con Changes resistances: +3% light Changes damage: +21% mind Grants telepathy: All Reduces incoming crit damage: 16.00% Physical save: +15 (+3 eff.) Mental save: +15 (+3 eff.) Psi when hit: +0.04 Maximum hate: +6.00 It can be used to activate talent Battle Cry, placing all other charms into a 17 cooldown : Effective talent level: 2.6 Power cost: 17 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Betotha (0 def, 5 armour) Betotha (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Str / +8 Dex / +6 Mag / +5 Wil / +4 Cun Changes resistances: +5% cold Allows you to breathe in: water Reduces incoming crit damage: 15.00% Mindpower: +4 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Elenanik the Smearkiller (0 def, 3 armour) Elenanik the Smearkiller (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * Slows global speed by 30% * 30% chance to corrode armour by 30% Changes stats: +3 Str / +2 Con Changes resistances: +15% acid Physical save: +7 (+1 eff.) Mental save: +5 (+1 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 17 cooldown : Effective talent level: 2.6 Power cost: 17 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Fulodohor the dwarven-steel helm (0 def, 12 armour) Fulodohor the dwarven-steel helm (0 def, 12 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +12 Fatigue: +4% Damage when hit (Melee): 7 physical Changes stats: +4 Str / +7 Dex Changes damage: +12% physical Stamina each turn: +0.40 Maximum stamina: +15.00 It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 865.1 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Newly picked up Blazeknave (13 def, 8 armour)Blazeknave (13 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +13 (+4 eff.) Fatigue: +8% Damage (Melee): 8 darkness Damage (Ranged): 8 darkness Damage when hit (Melee): 8 arcane Changes stats: +8 Str / +7 Dex Changes resistances: +26% acid / +25% temporal / +15% darkness / +6% fire / +5% arcane Changes resistances penetration: +10% arcane Physical save: +11 (+2 eff.) Defense after a teleport: +16 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% It can be used to blink to a nearby random location (rad 10), putting all charms on cooldown for 15 turns. A suit of armour made of leather. |
Newly picked up Neroralranne the drakeskin leather armour (5 def, 8 armour)Neroralranne the drakeskin leather armour (5 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes stats: +9 Str / +9 Dex / +6 Mag / +10 Wil / +9 Cun Changes resistances: +9% mind Grants telepathy: Dragon Mental save: +35 (+7 eff.) Life regen: +4.00 Maximum life: +148.00 Maximum hate: +8.00 Healing mod.: +20% A suit of armour made of leather. |
Belenn the Coalknave (5 def, 11 armour) Belenn the Coalknave (5 def, 11 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+1 eff.) Fatigue: +24% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +2 Str / +1 Con Changes resistances: +11% acid / +11% physical / +9% temporal / +8% fire / +11% lightning / +11% cold Changes resistances penetration: +5% darkness / +10% temporal Changes damage: +12% darkness / +21% temporal Talent cooldown: Rush (-5 turns) Disarm immunity: +26% Stun/Freeze immunity: +31% Knockback immunity: +32% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A suit of armour made of metal plates. |
Belorin the Nightvile (9 def, 16 armour) Belorin the Nightvile (9 def, 16 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Effects on melee hit: * 15% chance to corrode armour by 30% Changes stats: +6 Str / +6 Con Changes resistances: +15% acid / +15% physical / +9% darkness / +15% fire / +11% lightning / +13% cold Talent cooldown: Rush (-5 turns) Disarm immunity: +37% Stun/Freeze immunity: +27% Knockback immunity: +40% Life regen: +7.50 Stamina each turn: +2.50 Psi when hit: +0.08 Maximum life: +59.00 Maximum hate: +8.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +1% A suit of armour made of metal plates. |
enlightening voratun plate armour of thunder (9 def, 16 armour) enlightening voratun plate armour of thunder (9 def, 16 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Physical power: +19 (+3 eff.) Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Changes stats: +5 Str / +7 Mag / +13 Wil / +8 Cun Changes resistances: +16% lightning Mental save: +11 (+2 eff.) Spellpower: +14 (+7 eff.) Spell crit. chance: +6% Mindpower: +24 (+7 eff.) Mental crit. chance: +7% A suit of armour made of metal plates. |
steel plate armour 'Velykira' (4 def, 9 armour) steel plate armour 'Velykira' (4 def, 9 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+1 eff.) Fatigue: +22% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 11 physical Changes stats: +2 Str / +2 Con Changes resistances: +5% acid / +7% physical / +6% cold / +24% lightning / +7% fire Changes resistances penetration: +10% acid Changes damage: +3% mind Talent cooldown: Rush (-5 turns) Disarm immunity: +23% Stun/Freeze immunity: +20% Knockback immunity: +24% A suit of armour made of metal plates. |
voratun plate armour 'Flaretaint' (9 def, 20 armour) voratun plate armour 'Flaretaint' (9 def, 20 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +20 Defense: +9 (+3 eff.) Fatigue: +20% Damage (Melee): 16 acid / 11 fire Damage when hit (Melee): 11 acid / 9 fire Changes resistances: +22% acid / +28% cold / +3% mind / +31% fire Changes resistances penetration: +5% mind / +25% fire Physical save: +7 (+1 eff.) A suit of armour made of metal plates. |
Newly picked up Obsidiancutter the quiver of elven-wood arrows (20/20, 151% power, 14 apr)Obsidiancutter the quiver of elven-wood arrows (20/20, 151% power, 14 apr) Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Power: 152% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +2.5% Capacity: 20 On weapon hit: * 40% chance to inflict 15% damage reduction * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to cause random gloom * 20% chance to torment the target * 10% chance to stun, blind, pin, or confuse the target Damage (Ranged): +38 temporal / +8 light / +26 physical / +4 blight / +24 mind / +53 darkness Burst (radius 1) on hit: +12 darkness Damage against: +26% Living Arrows are used with bows to pierce your foes to death. |
quiver of dragonbone arrows 'Ebonystun' (24/24, 168% power, 18 apr) quiver of dragonbone arrows 'Ebonystun' (24/24, 168% power, 18 apr)Requires: - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 169% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 24 On weapon hit: * 40 arcane resource burn * Slows global speed by 44% * 10% chance to knock the target back Damage (Ranged): +75 physical Burst (radius 1) on hit: +12 darkness Burst (radius 2) on crit: +24 darkness Arrows are used with bows to pierce your foes to death. |
Unlightdeath of the Blightspawn (dig speed 10 turns) Unlightdeath of the Blightspawn (dig speed 10 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Effects when hit in melee: * 24% chance to disease * 27% chance to inflict 15% damage reduction Changes stats: +3 Str / +3 Dex / +3 Cun Changes resistances penetration: +15% physical Lowers spell cool-downs by: 10% Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
bloodhexed voratun pickaxe (dig speed 18 turns) bloodhexed voratun pickaxe (dig speed 18 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Changes stats: +10 Str / +7 Wil Mental crit. chance: +8% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Dairagogrim' (dig speed 22 turns) dwarven-steel pickaxe 'Dairagogrim' (dig speed 22 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +5% physical / +5% arcane / +6% mind Cut immunity: +10% Stun/Freeze immunity: +20% Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Beudokan BeudokanInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +15 (+5 eff.) Changes resistances: +12% lightning / +6% light / +6% darkness Physical save: +32 (+6 eff.) Spell save: +17 (+6 eff.) Mental save: +20 (+4 eff.) Pinning immunity: +20% Light radius: +8 Healing mod.: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Skywell the alchemist's lamp Skywell the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 15% * 30% chance to daze at end of turn Changes resistances: +6% nature / +12% lightning Changes damage: +6% lightning Maximum life: +60.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+4 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 122 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of 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. |
Phoenixmarrow [power 93] (12 cooldown) Phoenixmarrow [power 93] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 12 arcane Changes resistances: +5% arcane Changes resistances penetration: +25% arcane / +10% fire Changes damage: +27% fire It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 93 for 7 turns, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 6 hate. Torques are made by powerful psionics to store psionic powers. |
overpowered dwarven-steel torque of mindblast [power 317] (6 cooldown) overpowered dwarven-steel torque of mindblast [power 317] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to fire a blast of psionic energies in a range 8 beam dealing 169.60 to 339.19 mind damage, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
overpowered dwarven-steel torque of psychoportation [power 55] (24 cooldown) overpowered dwarven-steel torque of psychoportation [power 55] (24 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 55), putting all charms on cooldown for 24 turns. Torques are made by powerful psionics to store psionic powers. |
stralite torque of kinetic psionic shield [power 117] (12 cooldown) stralite torque of kinetic psionic shield [power 117] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 117 for 7 turns, putting all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
Isluda [power 79] (16 cooldown) Isluda [power 79] (16 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Maximum wards: +2 acid / +4 nature / +3 light Talent granted: +1 Ward Reduces incoming crit damage: 10.00% Spell save: +20 (+7 eff.) Silence immunity: +5% Stun/Freeze immunity: +15% Knockback immunity: +5% It can be used to harden the skin for 7 turns increasing armour by 79 and armour hardiness by 60%, putting all charms on cooldown for 16 turns. When used: 100% chance to regenerate 15 equilibrium. Natural totems are made by powerful wilders to store nature power. |
yew totem of healing 'Morninglady' [power 150] (12 cooldown) yew totem of healing 'Morninglady' [power 150] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +20% light Grants telepathy: Dragon Talent cooldown: Lay Web (-1 turn) Talent granted: +4 Lay Web Psi when hit: +0.04 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Light radius: +2 It can be used to heal a target within range 8 (based on Willpower) for 150, putting all charms on cooldown for 12 turns. 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. [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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By wasabi4 the Dwarf Berserker level 30
12nd Wealth 123rd year of Ascendancy at 23:40 see stats
By wasabi4 the Dwarf Berserker level 44
41st Profit 124th year of Ascendancy at 18:52 see stats
By wasabi4 the Dwarf Berserker level 29
27th Profit 123rd year of Ascendancy at 10:40 see stats
By wasabi4 the Dwarf Berserker level 43
34th Profit 124th year of Ascendancy at 08:35 see stats
By wasabi4 the Dwarf Berserker level 33
28th Shortage 123rd year of Ascendancy at 22:46 see stats
By wasabi4 the Dwarf Berserker level 14
4th Loss 122nd year of Ascendancy at 13:03 see stats
By wasabi4 the Dwarf Berserker level 39
26th Stralite 124th year of Ascendancy at 22:41 see stats
By wasabi4 the Dwarf Berserker level 10
1st Wealth 122nd year of Ascendancy at 09:50 see stats
By wasabi4 the Dwarf Berserker level 32
25th Shortage 123rd year of Ascendancy at 11:09 see stats
By wasabi4 the Dwarf Berserker level 50
27th Dearth 124th year of Ascendancy at 17:26 see stats
By wasabi4 the Dwarf Berserker level 15
8th Loss 122nd year of Ascendancy at 02:59 see stats
By wasabi4 the Dwarf Berserker level 22
43rd Stralite 123rd year of Ascendancy at 17:35 see stats
By wasabi4 the Dwarf Berserker level 41
2nd Acquisition 124th year of Ascendancy at 19:47 see stats
By wasabi4 the Dwarf Berserker level 48
15th Dearth 124th year of Ascendancy at 05:37 see stats
By wasabi4 the Dwarf Berserker level 39
20th Stralite 124th year of Ascendancy at 05:29 see stats
By wasabi4 the Dwarf Berserker level 46
27th Wealth 124th year of Ascendancy at 07:26 see stats
By wasabi4 the Dwarf Berserker level 28
23rd Profit 123rd year of Ascendancy at 09:18 see stats
By wasabi4 the Dwarf Berserker level 24
17th Voratun 123rd year of Ascendancy at 10:23 see stats
By wasabi4 the Dwarf Berserker level 10
36th Profit 122nd year of Ascendancy at 20:02 see stats
By wasabi4 the Dwarf Berserker level 20
7th Gold 123rd year of Ascendancy at 01:50 see stats
By wasabi4 the Dwarf Berserker level 30
27th Profit 123rd year of Ascendancy at 10:40 see stats
By wasabi4 the Dwarf Berserker level 40
35th Stralite 124th year of Ascendancy at 02:05 see stats
By wasabi4 the Dwarf Berserker level 50
25th Dearth 124th year of Ascendancy at 18:52 see stats
By wasabi4 the Dwarf Berserker level 47
13rd Dearth 124th year of Ascendancy at 00:19 see stats
By wasabi4 the Dwarf Berserker level 45
15th Wealth 124th year of Ascendancy at 04:50 see stats
By wasabi4 the Dwarf Berserker level 11
6th Wealth 122nd year of Ascendancy at 12:50 see stats
By wasabi4 the Dwarf Berserker level 33
25th Shortage 123rd year of Ascendancy at 20:15 see stats
By wasabi4 the Dwarf Berserker level 20
16th Gold 123rd year of Ascendancy at 21:23 see stats
By wasabi4 the Dwarf Berserker level 33
25th Shortage 123rd year of Ascendancy at 15:09 see stats
By wasabi4 the Dwarf Berserker level 5
20th Voratun 122nd year of Ascendancy at 16:38 see stats
By wasabi4 the Dwarf Berserker level 50
27th Dearth 124th year of Ascendancy at 17:24 see stats
By wasabi4 the Dwarf Berserker level 29
27th Profit 123rd year of Ascendancy at 09:58 see stats
By wasabi4 the Dwarf Berserker level 10
37th Profit 122nd year of Ascendancy at 16:59 see stats
By wasabi4 the Dwarf Berserker level 47
13rd Dearth 124th year of Ascendancy at 01:57 see stats
By wasabi4 the Dwarf Berserker level 18
13rd Shortage 122nd year of Ascendancy at 04:59 see stats
By wasabi4 the Dwarf Berserker level 50
27th Dearth 124th year of Ascendancy at 17:26 see stats
By wasabi4 the Dwarf Berserker level 44
41st Profit 124th year of Ascendancy at 20:49 see stats
By wasabi4 the Dwarf Berserker level 10
39th Profit 122nd year of Ascendancy at 04:07 see stats
By wasabi4 the Dwarf Berserker level 35
31st Iron 124th year of Ascendancy at 19:47 see stats
By wasabi4 the Dwarf Berserker level 18
13rd Shortage 122nd year of Ascendancy at 00:07 see stats
By wasabi4 the Dwarf Berserker level 24
27th Voratun 123rd year of Ascendancy at 01:57 see stats
By wasabi4 the Dwarf Berserker level 18
29th Steel 123rd year of Ascendancy at 13:25 see stats
By wasabi4 the Dwarf Berserker level 29
26th Profit 123rd year of Ascendancy at 23:55 see stats
Log
Wasabi4 drops on the floor: Rod of Spydric Poison (5/5).
Your Rod of Spydric Poison (5/5) is magically sorted by the storage room and put in a pile with the others items of the same type.
Talent Battle Shout is ready to use.
Wasabi4 uses Battle Shout.
Wasabi4 drops on the floor: Honeywood Chalice.
Your Honeywood Chalice is magically sorted by the storage room.
Wasabi4 drops on the floor: heroism infusion of the sneak (+18 for 9 turns, die at -665).
Your heroism infusion of the sneak (+18 for 9 turns, die at -665) is magically sorted by the storage room.
Wasabi4 drops on the floor: movement infusion of the warrior (1081% speed; 7 turns).
Your movement infusion of the warrior (1081% speed; 7 turns) is magically sorted by the storage room and put in a pile with the others items of the same type.
Wasabi4 drops on the floor: regeneration infusion of the titan (heal 505 over 5 turns).
Your regeneration infusion of the titan (heal 505 over 5 turns) is magically sorted by the storage room and put in a pile with the others items of the same type.
Wasabi4 drops on the floor: wild infusion of the sneak (resist 35%; cure mental).
Your wild infusion of the sneak (resist 35%; cure mental) is magically sorted by the storage room and put in a pile with the others items of the same type.
Wasabi4 drops on the floor: phase door rune of the psychic (range 11; power 34; dur 5).
Your phase door rune of the psychic (range 11; power 34; dur 5) is magically sorted by the storage room and put in a pile with the others items of the same type.
Wasabi4 drops on the floor: shielding rune of the sneak (absorb 539 for 5 turns).
Your shielding rune of the sneak (absorb 539 for 5 turns) is magically sorted by the storage room and put in a pile with the others items of the same type.
Wasabi4 deactivates Chant of Fortitude.
Wasabi4 deactivates Daunting Presence.
Wasabi4 deactivates Berserker Rage.