Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.3 |
Addons | Marson's Bosses Gone AWOL 1.2.2The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
Items Vault 1.2.0Donators/Buyers bonus! Extra Dungeons 1.2.3In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch ZOmnibus Addon Pack 1.2.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Marson's Autoexplore & Rest Tweaks 1.2.0v2.1.0 *** FOR ToME v1.2.4 ONLY *** Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'First Sighting' stops running when a hostile creature is sighted via telepathy for the first time. The creature will then be ignored by auto-explore until spotted by actual sight, which will trigger a halt as normal. • 'Reset on Rest' is the same as First Sighting, but resting will forget all creatures spotted via telepathy so that they will trigger a stop again. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. Also utilizes C. Lowe/CaptainTrip's 'Rest Tweaks' addon code and updates it to 1.1.5. Additional features: + Compatible with ToME v1.2.4 Notes: |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Cornac |
Class | Archmage |
Level / Exp | 50 / 2267% |
Size | medium |
Lifes / Deaths | Killed by Atamathon the Giant Golem at level 50 on the 43rd Regrowth 124th year of Ascendancy at 13:37 / 1 |
Primary Stats
Strength | 59 (base 15) |
Dexterity | 39 (base 11) |
Constitution | 80 (base 35) |
Magic | 135 (base 64) |
Willpower | 106 (base 65) |
Cunning | 99 (base 60) |
Resources
Life | -146/1004 |
Mana | 401/658 |
Positive | 24/197 |
Healing Factor | 1.5 |
Regeneration | 12.375 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +179.70498155116% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 17 |
See Stealth | 69.677774109128 |
See Invisible | 116.35559684117 |
Offense: Mainhand
Damage | 96 |
Accuracy | 59 |
Crit Chance | 60% |
APR | 29 |
Speed | 1.00 |
Offense: Offhand
Damage | 29 |
Accuracy | 59 |
Crit Chance | 61% |
APR | 32 |
Speed | 0.90 |
Offense: Spell
Spellpower | 100.23197054249 |
Crit Chance | 100% |
Speed | 1 |
Cooldown Reduction | 40 |
Offense: Mind
Mindpower | 65.95 |
Crit Chance | 35% |
Speed | 1 |
Offense: Damage Bonus
All | +35% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 68.147606871164 (45%) |
Defense | 53.716666666667 |
Ranged Defense | 53.716666666667 |
Fatigue | 0 |
Physical Save | 73.1 |
Spell Save | 83.82 |
Mental Save | 92.5 |
Defense: Resistances
All | + 9%( 77%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 39% |
Silence Resistance | 38% |
Instadeath Resistance | 100% |
Blind Resistance | 49% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 9 Cooldown: 11 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 723.90 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 762 life over 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1841% over 10 turns and instantly restoring 92 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 305.75 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 68. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Willpower stat. |
Class Talents
Spell / Meta | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Spell / Temporal | 1.70 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Air | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Fire | 1.70 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Spell / Wildfire | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Light | 0.80 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Aegis | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 3/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Keen Senses |
talent | Arcane Shield |
talent | Burning Wake |
talent | Quicken Spells |
talent | Arcane Power |
talent | Spellcraft |
talent | Wildfire |
talent | Shielding |
talent | Essence of Speed |
detrimental effect | The target is on fire, taking 23.25 fire damage per turn. Burning |
beneficial effect | The target is recovering 25 life each turn. Recovery |
detrimental effect | Your body is cauterizing, burning for 122.22 damage each turn. Cauterize |
beneficial effect | The target is out of phase with reality, increasing defense by 5, resist all by 2%, and the duration of all timed effects by 10%. Out of Phase |
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 | done |
You successfully escorted the injured seer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 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 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Magic by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)As a reward you improved Magic 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 |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the 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 |
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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * 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: 1192. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
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 AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. 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. Agrimley the hermit has completed an elixir of explosive force without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided 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 | Aranne (0 def, 13 armour) Aranne (0 def, 13 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +2 Armour penetration: +3 Physical power: +4 Armour: +13 Fatigue: -3% Changes stats: +4 Dex / +5 Mag / +4 Cun Changes resistances penetration: +10% blight Critical mult.: +3.00% Spell save: +5 Silence immunity: +38% Confusion immunity: +29% Stun/Freeze immunity: +43% Lowers spell cool-downs by: 10% Infravision radius: +2 Healing mod.: +15% Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 5 grids from your target. A pair of boots made of leather. |
Light source | Deepsstar DeepsstarPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 30 fire / 8 darkness / 4 mind Changes resistances: +3% lightning / +21% darkness / +23% blight / +10% fire / +3% light Spell save: +29 Mental save: +14 Spellpower: +6 Spell crit. chance: +5% Light radius: +9 Infravision radius: +6 See stealth: +25 See invisible: +35 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 48 blight damage or heals 43 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Nimbusmalice (3 def, 0 armour) Nimbusmalice (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 Fatigue: -2% Damage when hit (Melee): 8 lightning Changes stats: +4 Dex Changes resistances: +8% lightning / +8% temporal / +8% light / +8% fire / +8% nature / +8% acid / +1% physical / +7% blight / +7% cold / +8% darkness Changes damage: +9% physical Reduces incoming crit damage: 5.00% Life regen: +6.00 Mana each turn: +3.00 Mana when hit: +2.10 Maximum mana: +110.00 Spellpower: +10 Infravision radius: +9 See stealth: +20 See invisible: +24 Damage Shield Power: +15% It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 20 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
On hands | drakeskin leather gloves 'Eilinuribrebeth' (0 def, 23 armour) drakeskin leather gloves 'Eilinuribrebeth' (0 def, 23 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +25 Physical power: +19 Armour: +23 Armour Hardiness: +15% Damage (Melee): 19 arcane Changes stats: +6 Str / +4 Dex / +9 Mag / +11 Wil / +13 Con Changes resistances: +9% blight / +12% physical / +9% arcane Changes resistances penetration: +5% mind Changes damage: +6% blight / +3% mind Mental save: +3 It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 4 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. |
Tool | Gorilazor the Stormwarden (dig speed 12 turns) Gorilazor the Stormwarden (dig speed 12 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -10% Damage when hit (Melee): 12 lightning Changes stats: +8 Str / +12 Mag Changes resistances: +10% darkness / +10% fire Changes resistances penetration: +15% lightning / +15% fire / +10% mind Critical mult.: +5.00% Maximum mana: +103.00 Spell crit. chance: +20% Mental crit. chance: +4% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Bethuna the Shadowmonster Bethuna the ShadowmonsterPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 Fatigue: -10% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 23 darkness Changes stats: +9 Str / +8 Mag / +8 Cun / +10 Con Changes resistances: +3% blight Changes resistances penetration: +10% blight Changes damage: +9% blight Maximum encumbrance: +40 Physical save: +16 Spell save: +13 Mental save: +18 Spellpower: +15 Rings can have magical properties. |
On fingers | Sunonslaught SunonslaughtCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 Armour penetration: +17 Physical power: +35 Defense: +31 Damage when hit (Melee): 8 fire Changes stats: +10 Str / +8 Cun / +10 Con Changes resistances: +6% lightning / +6% fire / +6% mind Changes damage: +12% blight / +8% all Mental save: +21 Spellpower: +20 Mindpower: +20 Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Around neck | Isligamina the voratun amulet Isligamina the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +10 Changes stats: +6 Mag Changes resistances: +30% light / +27% darkness Changes resistances cap: +7% all Changes resistances penetration: +15% blight / +5% arcane Changes damage: +3% arcane Talent masteries: +0.40 Spell / Fire +0.40 Spell / Temporal Physical save: +43 Spell save: +23 Mental save: +21 Blindness immunity: +49% Maximum vim: +20.00 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Amulets can have magical properties. |
In main hand | dragonbone magestaff 'Anydas' (41-49.2 power, 6 apr, fire element) dragonbone magestaff 'Anydas' (41-49.2 power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 41.0 - 49.2 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +9.0% Attack speed: 100% Burst (radius 2) on crit: +4 acid When wielded/worn: Accuracy: +13 Physical crit. chance: +10.0% Physical power: +15 Changes stats: +7 Con Changes resistances penetration: +10% acid Changes damage: +41% fire Talent granted: +1 Command Staff Critical mult.: +14.00% Reduces incoming crit damage: 17.00% Life regen: +2.00 Spellpower: +54 Spell crit. chance: +9% Healing mod.: +35% Staves designed for wielders of magic, by the greats of the art. |
Around waist | Ce'Nethra the drakeskin leather belt Ce'Nethra the drakeskin leather beltInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +11.0% Physical power: +12 Changes stats: +2 Cun / +5 Wil Changes resistances: +14% lightning / +13% temporal / +5% arcane Critical mult.: +27.00% Mental save: +29 Maximum life: +99.00 Mindpower: +4 Heals friendly targets nearby when you use a nature summon: +30 A belt that goes around your waist. |
In off hand | Duskravager (36-46.8 power, 9 apr) Duskravager (36-46.8 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 36.0 - 46.8 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc This weapon will act as a psionic focus. Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 111% On weapon hit: * 19% chance to cause random insanity Damage Shield penetration (this weapon only): +30% Damage (Melee): +20 mind / +4 darkness Burst (radius 2) on crit: +8 mind / +30 fire When wielded/worn: Accuracy: +22 Changes stats: +5 Dex / +6 Wil / +6 Cun Changes resistances penetration: +24% fire / +10% physical Maximum psi: +20.00 Mindpower: +6 Global speed: +10% Sharp, short and deadly. |
Cloak | Gakath the Undeathbolt (33 def, 10 armour) Gakath the Undeathbolt (33 def, 10 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +33 Damage when hit (Melee): 4 arcane Changes stats: +11 Wil / +9 Mag Changes resistances: +6% nature / +6% light Physical save: +40 Spell save: +39 Mental save: +24 Mana when firing critical spell: +4.00 Maximum mana: +118.00 Spell crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | elven-silk robe 'Adukira' (5 def, 0 armour) elven-silk robe 'Adukira' (5 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour penetration: +3 Defense: +5 Fatigue: -8% Changes resistances: +20% acid / +19% physical / +30% darkness / +20% fire / +30% mind / +20% cold Changes damage: +14% acid / +15% physical / +6% blight / +8% fire / +14% cold / +20% all Talent cooldown: Refit Golem (-6 turns) Reduces incoming crit damage: 17.00% Maximum encumbrance: +40 Physical save: +19 Spell save: +20 Mental save: +40 Mana each turn: +0.36 Maximum life: +20.00 Maximum mana: +79.00 Spellpower: +48 Spell crit. chance: +15% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Elixir of Invulnerability Elixir of InvulnerabilityInfused by nature 2.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
healing infusion of the psychic (heal 283) healing infusion of the psychic (heal 283)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 283 and cleanse 1 wound and poison 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 ability. |
wild infusion of the psychic (resist 34%; cure physical) wild infusion of the psychic (resist 34%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 34% for 7 turns. 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 ability. |
wild infusion of the psychic (resist 26%; cure mental, physical) wild infusion of the psychic (resist 26%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 26% for 6 turns. 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 ability. |
wild infusion of the titan (resist 33%; cure mental) wild infusion of the titan (resist 33%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 33% for 6 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 36%; cure mental) wild infusion of the warrior (resist 36%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 36% for 8 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Primal Infusion (affinity 10%; cure magical, physical, mental) Primal Infusion (affinity 10%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical, mental effects and increase affinity for all damage by 10% for 6 turns. It can be used to inscribe your skin with the infusion.. This wild infusion has evolved. |
heroism infusion of the wizard (+26 for 13 turns, die at -1096) heroism infusion of the wizard (+26 for 13 turns, die at -1096)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 26 for 13 turns. While Heroism is active, you will only die when reaching -1096 life. However, when below 0 you cannot see how much life you have left. 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 Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (753% speed; 8 turns) movement infusion of the duelist (753% speed; 8 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 753% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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 ability. |
Rune of the Rift (574.00 temporal damage, removed from time 4 turns) Rune of the Rift (574.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 774.90 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 Blindness immunity: +100% Spellpower: +5 See invisible: +10 It can be used to summon an elder vampire to your side, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Shard of Insanity 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 Confusion immunity: -100% Mindpower: +8 It can be used to activate talent Inner Demons (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 21% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. 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. |
Unflinching Eye Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 It can be used to activate talent Arcane Eye (costing 60 power out of 60/60) : Effective talent level: 2.6 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 17 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Zemekkys' Broken Hourglass Zemekkys' Broken HourglassPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% It can be used to activate talent Wormhole (costing 20 power out of 20/20) : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: 12 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a random point within range, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported to the other. The wormholes will last 8 turns. At level 4, you may choose the exit location target area (radius 3). The duration will scale with your Paradox. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
archmage's stralite amulet of manastreaming archmage's stralite amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +7 Mag Changes damage: +6% acid / +6% fire / +6% lightning / +5% cold Mana each turn: +0.30 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +44.00 Spellpower: +5 Spell crit. chance: +5% Amulets can have magical properties. |
stralite amulet stralite amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 4 Amulets can have magical properties. |
Bokolach the voratun amulet Bokolach the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 Armour penetration: +9 Physical crit. chance: +6.0% Physical power: +15 Damage when hit (Melee): 8 physical Changes resistances: +3% temporal / +27% mind / +30% cold / +6% nature / +28% fire Changes damage: +10% physical Critical mult.: +29.00% Confusion immunity: +49% Life regen: +0.40 Combat speed: +10% Amulets can have magical properties. |
Chalygorn ChalygornInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 Physical power: +8 Defense: +22 Ranged Defense: +2 Changes stats: +20 Lck / +2 Str Changes resistances: +25% mind / +3% darkness / +5% arcane Talent mastery: +0.27 Spell / Ice Mental save: +9 Blindness immunity: +34% Confusion immunity: +49% Maximum life: +40.00 Infravision radius: +9 Sight radius: +2 See invisible: +15 Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
Cyroldara the voratun amulet Cyroldara the voratun amuletPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour penetration: +4 Physical crit. chance: +2.0% Effects on melee hit: * 20% chance to disease Changes stats: +1 Dex Changes resistances: +29% cold / +21% fire Changes resistances penetration: +15% blight Changes damage: +14% blight / +15% fire / +3% acid Talent masteries: +0.40 Wild-gift / Harmony +0.40 Spell / Stone Critical mult.: +19.00% Physical save: +21 Spell save: +17 Mental save: +25 Spellpower: +15 Healing mod.: +20% Amulets can have magical properties. |
Drorain DrorainPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +19 Armour penetration: +16 Physical crit. chance: +12.0% Armour: +13 Defense: +11 Changes stats: +9 Mag / +2 Con Changes resistances cap: +7% all Critical mult.: +36.00% Physical save: +29 Spell save: +6 Confusion immunity: +15% Teleport immunity: +5% Amulets can have magical properties. |
Elolrama the voratun amulet Elolrama the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 Physical power: +10 Defense: +18 Changes stats: +10 Str / +10 Dex / +10 Wil / +2 Cun / +19 Lck Changes resistances: +30% lightning / +3% temporal Changes damage: +10% physical / +12% temporal Grants telepathy: Dragon Demon/Major Demon/Minor Stun/Freeze immunity: +41% Mindpower: +6 Combat speed: +10% Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
Emitta EmittaPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +12 Mag / +6 Wil Changes resistances: +6% lightning / +15% fire Mental save: +20 Blindness immunity: +20% Confusion immunity: +22% Teleport immunity: +0% Mana each turn: +0.99 Spellpower on spell critical (stacks up to 3 times): +12 Maximum mana: +120.00 Mindpower: +13 It can be used to teleports you randomly (rad 61), placing all other charms into a 15 cooldown. Amulets can have magical properties. |
Garkul's Teeth Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Two-handed maiming +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed weapons Physical save: +18 Mental save: +18 Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 4.0 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 304.55 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Gorequick the voratun amulet Gorequick the voratun amuletPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 15% * 20% chance to gain 10% of a turn Changes stats: +16 Con / +5 Mag Changes resistances: +6% lightning / +3% nature Changes resistances penetration: +15% nature Changes damage: +3% lightning / +3% temporal Talent mastery: +0.32 Spell / Storm Physical save: +19 Life regen: +2.50 Mana each turn: +0.60 Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +63.00 Maximum mana: +49.00 Amulets can have magical properties. |
Jettreason JettreasonPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +19 Physical power: +10 Defense: +19 Effects on melee hit: * Slows global speed by 47% * 30% chance to inflict damage reduction Changes stats: +20 Lck / +8 Mag Changes resistances: +3% darkness Changes resistances penetration: +5% nature Changes damage: +3% darkness / +7% physical Talent mastery: +0.40 Cunning / Survival Hate when firing a critical mind attack: +3.00 Combat speed: +10% Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
Squalorbrace the voratun amulet Squalorbrace the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -19% Damage when hit (Melee): 12 mind Changes stats: +18 Dex / +11 Cun / +19 Con Changes damage: +12% nature Talent mastery: +0.40 Spell / Aegis Mental save: +10 Life regen: +3.00 Stamina each turn: +2.80 Equilibrium when hit: +0.12 Mental crit. chance: +3% Movement speed: +20% Amulets can have magical properties. |
Tempestrune the voratun amulet Tempestrune the voratun amuletPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 Armour penetration: +8 Physical crit. chance: +5.0% Fatigue: -8% Damage when hit (Melee): 8 lightning / 4 temporal Changes stats: +9 Dex / +10 Mag / +10 Cun / +10 Con Changes resistances: +30% light / +30% darkness Changes resistances penetration: +10% lightning / +20% temporal / +5% nature Changes damage: +9% lightning Critical mult.: +20.00% Blindness immunity: +50% Life regen: +1.50 Stamina each turn: +1.50 Movement speed: +10% Amulets can have magical properties. |
Vox VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
clarifying voratun amulet of magic (+10) clarifying voratun amulet of magic (+10)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Mag Changes resistances: +30% mind Confusion immunity: +36% Amulets can have magical properties. |
voratun amulet 'Voramitha' voratun amulet 'Voramitha'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Defense: +2 Ranged Defense: +2 Fatigue: -10% Changes stats: +9 Str / +18 Dex / +9 Wil / +16 Cun / +8 Con Changes resistances: +29% fire / +5% arcane / +26% cold Silence immunity: +10% Knockback immunity: +10% Life regen: +1.20 Stamina each turn: +1.50 Mana each turn: +0.08 Spellpower: +4 Movement speed: +10% 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 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. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
Aerethra the Ebonyqueller Aerethra the EbonyquellerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 16 darkness Changes stats: +8 Mag / +8 Wil / +1 Con Changes resistances: +5% arcane Changes resistances penetration: +5% arcane Physical save: +3 Life regen: +0.40 Spellpower: +13 Rings can have magical properties. |
Ring of the Archlich Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 Spell save: +10 Mental save: +10 Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Starbreak StarbreakPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +8 Wil / +9 Mag Changes resistances penetration: +15% arcane Spell save: +3 Spellpower: +15 Spell crit. chance: +1% Light radius: +2 Rings can have magical properties. |
marksman's stralite ring of tenacity marksman's stralite ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 Changes stats: +4 Dex Disarm immunity: +28% Pinning immunity: +28% Knockback immunity: +39% Maximum life: +36.00 Rings can have magical properties. |
stralite ring stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
stralite ring stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
Emuriada the voratun ring Emuriada the voratun ringPowered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +6 Fatigue: -2% Effects on melee hit: * 20% chance to gain 10% of a turn * 28% chance to blind Effects on ranged hit: * 28% chance to blind Changes stats: +6 Dex / +18 Wil / +8 Cun / +8 Con Reduces incoming crit damage: 5.00% Physical save: +21 Mental save: +36 Mindpower: +15 Rings can have magical properties. |
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 Physical power: +10 Armour: +10 Armour Hardiness: +20% Defense: +5 Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Lustrewitch LustrewitchPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 35% chance to blind Effects on ranged hit: * 35% chance to blind Changes stats: +2 Wil Changes resistances: +40% darkness / +3% light Changes resistances penetration: +20% light / +15% blight Changes damage: +3% light / +20% darkness / +3% mind Mental save: +15 Disarm immunity: +44% Confusion immunity: +50% Pinning immunity: +48% Knockback immunity: +49% Mana each turn: +0.04 Maximum life: +50.00 Damage Shield penetration: +20% Rings can have magical properties. |
Mnemonic MnemonicInfused 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 Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 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). It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 2.0 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, 2 mental effects will be affected. This talent takes no time to use. As long as you wear this ring, you will never forget who you are. |
Treesaw the voratun ring Treesaw the voratun ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 Effects on melee hit: * Slows global speed by 47% Damage when hit (Melee): 16 nature Changes stats: +10 Dex / +10 Wil Changes damage: +9% nature / +6% acid Mental save: +20 Life regen: +3.80 Maximum life: +195.00 Healing mod.: +58% Rings can have magical properties. |
Void Orb Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 5.2 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 402.65 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Weeptide the voratun ring Weeptide the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 Armour: +16 Effects on melee hit: * Slows global speed by 15% * 35% chance to blind Effects on ranged hit: * 35% chance to blind Damage when hit (Melee): 4 nature Changes stats: +8 Str / +10 Dex Changes resistances: +30% acid / +30% lightning / +6% nature / +28% cold / +6% mind / +30% fire Changes resistances penetration: +5% lightning Changes damage: +9% mind / +6% lightning Rings can have magical properties. |
conjurer's voratun ring of tenacity conjurer's voratun ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Wil / +6 Mag Disarm immunity: +34% Pinning immunity: +46% Knockback immunity: +32% Maximum life: +39.00 Spellpower: +12 Rings can have magical properties. |
marksman's voratun ring of frost (+34%) marksman's voratun ring of frost (+34%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 Changes stats: +7 Dex Changes resistances: +34% cold Changes damage: +17% cold Rings can have magical properties. |
treant's voratun ring of corrosion (+12%) treant's voratun ring of corrosion (+12%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +12% blight / +9% nature / +32% acid Changes damage: +16% acid Poison immunity: +25% Disease immunity: +26% Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring 'Arolrann' voratun ring 'Arolrann'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 Armour penetration: +4 Defense: +15 Changes stats: +4 Dex / +8 Wil / +8 Cun Changes resistances: +6% acid / +6% fire / +40% nature Changes damage: +20% nature Spell save: +6 Disarm immunity: +50% Pinning immunity: +48% Knockback immunity: +50% Stamina each turn: +0.20 Maximum life: +49.00 Mindpower: +12 Movement speed: +25% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. Rings can have magical properties. |
voratun ring 'Blazejustice' voratun ring 'Blazejustice'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 Fatigue: -10% Effects on melee hit: * 47% chance to gain 10% of a turn Damage when hit (Melee): 20 fire Changes stats: +10 Con Changes resistances: +6% fire Changes damage: +6% temporal Maximum encumbrance: +40 Physical save: +20 Disarm immunity: +44% Pinning immunity: +50% Knockback immunity: +46% Maximum life: +50.00 Spellpower: +14 Mindpower: +12 Rings can have magical properties. |
voratun ring 'Healripper' voratun ring 'Healripper'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 Armour penetration: +17 Physical power: +15 Defense: +17 Fatigue: -10% Changes stats: +9 Str / +10 Con Changes resistances: +6% nature / +5% arcane Maximum encumbrance: +36 Physical save: +10 Mental save: +15 Cut immunity: +5% Confusion immunity: +46% Knockback immunity: +5% Teleport immunity: +5% Damage Shield penetration: +10% Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
voratun ring 'Relgasarek' voratun ring 'Relgasarek'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 4 arcane / 8 temporal Changes stats: +16 Con Changes resistances: +9% temporal Changes resistances penetration: +5% mind / +15% temporal Changes damage: +9% temporal Physical save: +32 Spell save: +20 Life regen: +2.00 Maximum life: +98.00 Maximum stamina: +34.00 Healing mod.: +30% Rings can have magical properties. |
voratun ring 'Tarrista' voratun ring 'Tarrista'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 30 arcane resource burn * 45% chance to corrode armor Changes stats: +10 Mag / +8 Wil / +8 Cun Changes resistances: +15% blight / +9% cold / +15% nature Changes damage: +6% mind Spell save: +20 Mental save: +20 Poison immunity: +30% Disease immunity: +30% Stun/Freeze immunity: +50% Life regen: +4.80 Mindpower: +10 Heals friendly targets nearby when you use a nature summon: +30 Rings can have magical properties. |
wizard's voratun ring of clarity wizard's voratun ring of clarityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +10 Mag Spell save: +20 Mental save: +13 Confusion immunity: +50% Rings can have magical properties. |
Lorulen the voratun dagger (39.5-51.35 power, 9 apr) Lorulen the voratun dagger (39.5-51.35 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 39.5 - 51.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 28% chance to daze Damage (Melee): +47 insidious poison / +12 blight Burst (radius 1) on hit: +4 mind When wielded/worn: Armour penetration: +12 Changes stats: +4 Str / +3 Dex / +4 Mag / +8 Wil / +4 Cun / +2 Con Changes resistances: +8% all Changes resistances penetration: +11% lightning / +9% physical / +12% nature Changes damage: +12% physical Grants telepathy: Dragon Mindpower: +4 Mental crit. chance: +1% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Hettedan the ash magestaff (15-18 power, 3 apr, lightning element)Hettedan the ash magestaff (15-18 power, 3 apr, lightning element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Burst (radius 1) on hit: +12 physical When wielded/worn: Defense: +8 Effects on melee hit: * 5% chance to blind Changes damage: +15% lightning Talent granted: +1 Command Staff Life regen: +0.40 Maximum stamina: +5.00 Spellpower: +6 Spell crit. chance: +2% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.3 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 163.72 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. dragonbone magestaff 'Eilinylratha' (30-36 power, 6 apr, fire element)dragonbone magestaff 'Eilinylratha' (30-36 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 30 fire Changes stats: +4 Mag / +3 Wil Changes damage: +6% mind / +30% fire Talent granted: +1 Command Staff Critical mult.: +37.00% Physical save: +7 Spell save: +12 Mental save: +11 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +100.00 Maximum hate: +2.00 Spellpower: +29 Spell crit. chance: +11% Mindpower: +2 See invisible: +10 Heals friendly targets nearby when you use a nature summon: +20 Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Kindlebone' (30-36 power, 6 apr, cold element) dragonbone magestaff 'Kindlebone' (30-36 power, 6 apr, cold element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +14.0% Armour: +12 Defense: +33 Damage (Melee): 45 arcane / 12 % chance of confusion Damage when hit (Melee): 8 blight Maximum wards: +3 cold Changes resistances penetration: +10% fire Changes damage: +30% cold Talents granted: +1 Command Staff +4 Ward Spell save: +3 Maximum mana: +120.00 Spellpower: +32 Spell crit. chance: +17% Light radius: +1 See invisible: +3 Damage Shield penetration: +59% Defense after a teleport: +17 Resist all after a teleport: +8% New effects duration reduction after a teleport: +29% Staves designed for wielders of magic, by the greats of the art. |
Awakened Staff of Absorption (60-72 power, 60 apr, physical element) Awakened Staff of Absorption (60-72 power, 60 apr, physical element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Wil / +10 Mag 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 Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb energies, costing 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." |
This item will automatically be transmogrified when you leave the level. hateful pouch of steel shots of wind (14/14, 19-22.8 power, 2 apr)hateful pouch of steel shots of wind (14/14, 19-22.8 power, 2 apr) Requires: - Dexterity 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 19.0 - 22.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 14 On weapon hit: * 10% chance to create an air burst Travel speed: +200% Damage (Ranged): +8 darkness Damage against: +5% Living Shots are used with slings to pummel your foes to death. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
reinforced drakeskin leather belt of burglary reinforced drakeskin leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +15 Defense: +15 Changes stats: +6 Dex / +6 Cun / +9 Lck Trap disarming bonus: +30 Stealth bonus: +13 Physical save: +25 Infravision radius: +6 A belt that goes around your waist. |
skylord's drakeskin leather belt of recklessness skylord's drakeskin leather belt of recklessnessInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 Changes stats: +7 Str / +5 Dex / +5 Wil / +4 Cun Critical mult.: +15.00% Physical save: +15 Spell save: +19 Mental save: +14 A belt that goes around your waist. |
Mitodir (13 def, 21 armour) Mitodir (13 def, 21 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Armour: +21 Defense: +13 Changes stats: +3 Str / +6 Mag / +6 Wil Changes resistances: +25% light / +16% blight / +30% cold / +19% nature / +25% fire Changes damage: +9% temporal Stealth bonus: +15 Silence immunity: +20% Life regen: +3.00 Spell crit. chance: +8% Healing mod.: +27% 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 'Smearobsidian' (3 def, 0 armour) elven-silk cloak 'Smearobsidian' (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +14 Armour penetration: +15 Defense: +3 Changes stats: +4 Wil / +2 Mag Changes resistances: +9% lightning / +25% darkness / +9% blight / +6% fire / +3% nature Changes resistances penetration: +19% darkness / +5% nature Changes damage: +25% darkness / +6% light Critical mult.: +30.00% Stealth bonus: +39 Spell save: +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
drakeskin leather gloves 'Dazzlenaught' (0 def, 14 armour) drakeskin leather gloves 'Dazzlenaught' (0 def, 14 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +14 Damage when hit (Melee): 12 blight Changes stats: +4 Str / +5 Dex / +1 Wil / +5 Cun Changes damage: +12% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +15 Mental save: +30 Silence immunity: +20% Confusion immunity: +10% Stun/Freeze immunity: +10% Life regen: +4.00 Stamina each turn: +1.40 Maximum life: +160.00 Maximum stamina: +40.00 Light radius: +2 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. amethystamethyst 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
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 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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 Dull red runes are etched all over this blackened skull. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings, costing 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. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Air currents swirl around this bright blue jewel. |
Koryfang the dwarven lantern Koryfang the dwarven lanternInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +27 Effects on melee hit: * 30 arcane resource burn Changes resistances: +6% lightning / +9% temporal / +6% light / +12% blight / +3% darkness Changes resistances penetration: +30% all Mental save: +15 Maximum life: +80.00 Light radius: +8 See stealth: +18 See invisible: +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Neriremiba the dwarven lantern Neriremiba the dwarven lanternInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 8 blight Changes stats: +3 Wil Changes resistances penetration: +12% all Changes damage: +6% blight Grants telepathy: Humanoid/Orc Mental save: +13 Equilibrium when hit: +0.08 Psi when hit: +0.08 Maximum life: +79.00 Light radius: +11 See stealth: +22 See invisible: +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
piercing dwarven lantern of corpselight piercing dwarven lantern of corpselightPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +14 Changes resistances: +15% blight / +12% darkness Changes resistances penetration: +15% all Spellpower: +6 Spell crit. chance: +6% Light radius: +6 Infravision radius: +6 See invisible: +15 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 48 blight damage or heals 43 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 5.2 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 5, doing 81.95 cold damage and 87.45 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 8 turns. All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interracts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Nimbuspower (dig speed 3 turns) Nimbuspower (dig speed 3 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +37 Physical power: +29 Changes stats: +9 Str Changes resistances: +6% acid / +9% blight / +6% fire / +6% cold / +3% lightning Changes damage: +9% lightning / +6% fire Critical mult.: +60.00% When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 4.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 Armour penetration: +12 Defense: +12 Changes stats: +10 Lck / +5 Cun Physical save: +10 Spell save: +10 Mental save: +10 See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 36 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
The Bladed Rift The Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +5% physical / +10% temporal Spellpower: +10 Mindpower: +10 This item does not take a turn to use. Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 1.0 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animate blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) 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, costing 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. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
voratun torque of psychoportation 'Yaryrim' [power 190] (72 cooldown) voratun torque of psychoportation 'Yaryrim' [power 190] (72 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +3% blight / +3% temporal / +6% darkness Grants telepathy: Demon/Minor Demon/Major Spell save: +6 Mental save: +6 Equilibrium when hit: +0.12 Maximum psi: +30.00 Mindpower: +2 It can be used to teleport randomly (rad 190), placing all other charms into a 72 cooldown. Torques are made by powerful psionics to store psionic powers. |
Thunderrot [power 403] (10 cooldown) Thunderrot [power 403] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Defense: +2 Ranged Defense: +2 Changes resistances: +9% nature Maximum wards: +4 lightning / +5 temporal / +5 blight / +5 fire / +5 cold Changes damage: +6% lightning Talents granted: +5 Strike +5 Volcano +1 Ward Confusion immunity: +5% Stun/Freeze immunity: +5% Only die when reaching: -80.00 life Maximum vim: +20.00 It can be used to fire a bolt of a random element (dam 202-403), placing all other charms into a 10 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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 Lysergia the Cornac Archmage level 35
43rd Pyre 123rd year of Ascendancy at 16:12 see stats
By Lysergia the Cornac Archmage level 21
70th Haze 122nd year of Ascendancy at 16:15 see stats
By Lysergia the Cornac Archmage level 34
38th Pyre 123rd year of Ascendancy at 08:01 see stats
By Lysergia the Cornac Archmage level 40
30th Dusk 123rd year of Ascendancy at 20:03 see stats
By Lysergia the Cornac Archmage level 50
27th Regrowth 124th year of Ascendancy at 19:50 see stats
By Lysergia the Cornac Archmage level 47
43rd Haze 123rd year of Ascendancy at 04:31 see stats
By Lysergia the Cornac Archmage level 39
27th Dusk 123rd year of Ascendancy at 12:52 see stats
By Lysergia the Cornac Archmage level 14
14th Dusk 122nd year of Ascendancy at 06:33 see stats
By Lysergia the Cornac Archmage level 48
62nd Haze 123rd year of Ascendancy at 06:33 see stats
By Lysergia the Cornac Archmage level 38
24th Dusk 123rd year of Ascendancy at 01:38 see stats
By Lysergia the Cornac Archmage level 41
56th Dusk 123rd year of Ascendancy at 10:26 see stats
By Lysergia the Cornac Archmage level 26
52nd Regrowth 123rd year of Ascendancy at 06:47 see stats
By Lysergia the Cornac Archmage level 50
21st Regrowth 124th year of Ascendancy at 17:18 see stats
By Lysergia the Cornac Archmage level 19
50th Haze 122nd year of Ascendancy at 23:47 see stats
By Lysergia the Cornac Archmage level 27
60th Regrowth 123rd year of Ascendancy at 04:44 see stats
By Lysergia the Cornac Archmage level 14
14th Dusk 122nd year of Ascendancy at 06:33 see stats
By Lysergia the Cornac Archmage level 39
29th Dusk 123rd year of Ascendancy at 17:34 see stats
By Lysergia the Cornac Archmage level 50
17th Regrowth 124th year of Ascendancy at 02:18 see stats
By Lysergia the Cornac Archmage level 48
62nd Haze 123rd year of Ascendancy at 12:11 see stats
By Lysergia the Cornac Archmage level 36
10th Dusk 123rd year of Ascendancy at 05:49 see stats
By Lysergia the Cornac Archmage level 21
70th Haze 122nd year of Ascendancy at 16:48 see stats
By Lysergia the Cornac Archmage level 50
27th Regrowth 124th year of Ascendancy at 22:18 see stats
By Lysergia the Cornac Archmage level 10
8th Mirth 122nd year of Ascendancy at 19:47 see stats
By Lysergia the Cornac Archmage level 20
52nd Haze 122nd year of Ascendancy at 02:25 see stats
By Lysergia the Cornac Archmage level 30
16th Pyre 123rd year of Ascendancy at 05:45 see stats
By Lysergia the Cornac Archmage level 40
30th Dusk 123rd year of Ascendancy at 15:32 see stats
By Lysergia the Cornac Archmage level 50
68th Haze 123rd year of Ascendancy at 06:50 see stats
By Lysergia the Cornac Archmage level 4
75th Pyre 122nd year of Ascendancy at 07:26 see stats
By Lysergia the Cornac Archmage level 50
15th Regrowth 124th year of Ascendancy at 08:25 see stats
By Lysergia the Cornac Archmage level 50
74th Haze 123rd year of Ascendancy at 04:37 see stats
By Lysergia the Cornac Archmage level 19
4th Haze 122nd year of Ascendancy at 03:05 see stats
By Lysergia the Cornac Archmage level 45
11st Haze 123rd year of Ascendancy at 11:30 see stats
By Lysergia the Cornac Archmage level 24
49th Regrowth 123rd year of Ascendancy at 21:12 see stats
By Lysergia the Cornac Archmage level 38
24th Dusk 123rd year of Ascendancy at 04:35 see stats
By Lysergia the Cornac Archmage level 50
21st Regrowth 124th year of Ascendancy at 17:17 see stats
By Lysergia the Cornac Archmage level 9
5th Mirth 122nd year of Ascendancy at 14:55 see stats
By Lysergia the Cornac Archmage level 21
70th Haze 122nd year of Ascendancy at 16:15 see stats
By Lysergia the Cornac Archmage level 45
25th Haze 123rd year of Ascendancy at 04:56 see stats
By Lysergia the Cornac Archmage level 35
58th Pyre 123rd year of Ascendancy at 15:49 see stats
By Lysergia the Cornac Archmage level 50
21st Regrowth 124th year of Ascendancy at 17:18 see stats
By Lysergia the Cornac Archmage level 41
56th Dusk 123rd year of Ascendancy at 06:52 see stats
By Lysergia the Cornac Archmage level 35
58th Pyre 123rd year of Ascendancy at 01:02 see stats
By Lysergia the Cornac Archmage level 32
30th Pyre 123rd year of Ascendancy at 20:12 see stats
By Lysergia the Cornac Archmage level 23
34th Regrowth 123rd year of Ascendancy at 00:53 see stats
By Lysergia the Cornac Archmage level 33
37th Pyre 123rd year of Ascendancy at 10:08 see stats
Log
Your shield crumbles under the damage!
The shield around Lysergia crumbles.
Atamathon the Giant Golem reflects damage back to Lysergia!
Lysergia hits Atamathon the Giant Golem for 362 lightning damage.
Atamathon the Giant Golem hits Lysergia for (288 absorbed), 320 lightning (320 total damage).
Lysergia casts Phase Door.
Selects a target to teleport...
Selects a teleport location...
Lysergia is out of phase.
Atamathon the Giant Golem casts Rune: Lightning.
Lysergia is recovering from the damage!
Lysergia is wreathed in flames on the brink of death!
Atamathon the Giant Golem hits Lysergia for 0 lightning damage.
Talent Manathrust is ready to use.
The fabric of time around Lysergia returns to normal.
Lysergia receives 38 healing.
Burning from Atamathon the Giant Golem hits Lysergia for 0 fire damage.
Lysergia casts Stone Wall.
Lysergia's spell attains critical power!
Atamathon the Giant Golem reflects damage back to Lysergia!
Lysergia hits Atamathon the Giant Golem for (313 shifted), 0 physical (0 total damage).
Atamathon the Giant Golem hits Lysergia for 0 physical damage.
Lysergia casts Time Prison.
Atamathon the Giant Golem shrugs off the effect 'Time Prison'!
Atamathon the Giant Golem looks a little pale around the edges.
Atamathon the Giant Golem casts Rune: Lightning.
Saving game...