Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Talent Point Planner 1.6.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.6.6Donators/Buyers bonus! Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.6.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Items Vault 1.6.0Donators/Buyers bonus! Wall Clock 1.6.0A small modification to the Minimalist and Classic UIs, adding an interface element that displays the current time. (This is intended for use by players who play in full-screen mode, thus obscuring their computer's usual clock.) In the Minimalist UI, the clock element can be moved and resized in the same manner as other interface elements (via the padlock icon on the toolbar in the lower right corner); in both UIs, the clock's time format can be set via the "UI | Wall clock format" game option. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Effects Under Actors 1.6.0An experimental addon that modifies the rendering of various lasting spell/talent effects so that they are displayed below the player and NPCs, in an attempt to prevent multiple overlapping effects from effectively obscuring actors in their area of effect. Also can optionally "flatten" display of overlapping effects by displaying only one effect animation in the overlapping area (hopefully also reducing slowdown on older computers). Functionality is controlled by game options "UI | Display effects under actors" and "UI | "Flatten" overlapping effects". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Shimmer Pack: Pyromania 1.6.0Cosmetic pack! Tier-1 Short Circuit Option 1.1.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. No more ambient 1.0.0Removes all ambient sound effects excluding monster/enemy sound effects. Better Item Description 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Cornac |
Class | Summoner |
Level / Exp | 50 / 1951% |
Size | medium |
Lifes / Deaths | Killed by Mayinn the orc necromancer at level 47 on the 43rd Dusk 123rd year of Ascendancy at 07:05 5 / 2Killed by Emelikira the venom wyrm at level 50 on the 62nd Dusk 123rd year of Ascendancy at 20:17 |
Antimagic | Follower |
Primary Stats
Strength | 22 (base 9) |
Dexterity | 53 (base 32) |
Constitution | 66 (base 60) |
Magic | 22 (base 11) |
Willpower | 109.14754619637 (base 63) |
Cunning | 116.14754619637 (base 66) |
Resources
Life | 1897/1897 |
Equilibrium | 58 |
Psi | 199/199 |
Healing Factor | 1.5559322033899 |
Regeneration | 32.600186911925 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -8.8817841970013E-14% |
Spell | 0% |
Global | +120% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 5 |
See Stealth | 47.58036228695 |
See Invisible | 53.58036228695 |
Offense: Mainhand
Damage | 104 |
Accuracy | 57 |
Crit Chance | 65% |
APR | 81 |
Speed | 1.00 |
Offense: Offhand
Damage | 91 |
Accuracy | 57 |
Crit Chance | 63% |
APR | 45 |
Speed | 1.00 |
Offense: Spell
Spellpower | 6 |
Crit Chance | 45% |
Speed | 1 |
Offense: Mind
Mindpower | 78 |
Crit Chance | 96% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +13% |
Acid | +20% |
Nature | +41% |
Cold | +26% |
Mind | +25% |
Physical | +45% |
Fire | +33% |
All | +7% |
Offense: Damage Penetration
Cold | +9% |
Acid | +8% |
Light | +25% |
Nature | +25% |
Darkness | +25% |
Physical | +28% |
Fire | +59% |
All | 0% |
Defense: Base
Armour (hardiness) | 35 (35.629139072848%) |
Defense | 58 |
Ranged Defense | 58 |
Fatigue | 28 |
Physical Save | 30 |
Spell Save | 53 |
Mental Save | 61 |
Defense: Resistances
Acid | + 46%( 70%) |
Blight | + 65%( 70%) |
Arcane | + 49%( 70%) |
Cold | + 46%( 70%) |
All | + 32%( 70%) |
Darkness | + 59%( 70%) |
Light | + 59%( 70%) |
Temporal | + 46%( 70%) |
Physical | + 36%( 70%) |
Lightning | + 70%( 70%) |
Fire | + 56%( 70%) |
Nature | + 59%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Poison Resistance | 34% |
Blind Resistance | 20% |
Silence Resistance | 30% |
Bleed Resistance | 10% |
Teleport Resistance | 10% |
Disarm Resistance | 20% |
Instadeath Resistance | 100% |
Pinning Resistance | 10% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 29% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 43% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 21% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 776% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 873 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
Wild-gift / Summoning (melee) | 1.40 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Wild-gift / Summoning (advanced) | 1.40 |
| 5/5 |
| 5/5 |
| 4/5 |
| 4/5 |
Wild-gift / Summoning (utility) | 1.40 |
| 5/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Wild-gift / Summoning (distance) | 1.40 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Wild-gift / Summoning (augmentation) | 1.40 |
| 1/5 |
| 3/5 |
| 5/5 |
| 1/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Harmony | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Master Summoner |
talent | Through The Crowd |
talent | Psiblades |
talent | Elemental Harmony |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved talent Mind Sear (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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: 2427. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. You have aided Marus of Elvala in creating an elixir of mastery. 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. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)3.0 T4 feet armor [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+4 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 29 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Light source | Tarrusta the dwarven lantern Tarrusta the dwarven lantern1.0 T5 lite [Rare] Nature While equipped: ----- def ----- Defense +10 (+3 eff.) Resists +5% arcane +6% physical Crit.dmg- 15.00% Die.at -80.00 life Max.HP +55.00 Heal.mod +20% Silence- +20% Stun/Frz- +10% ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Kiln's kiss the drakeskin leather cap (0 def, 5 armour) Kiln's kiss the drakeskin leather cap (0 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Disrupt While equipped: Stats +12 Lck dps ---------- Phys.crit +7.0% Spell.crit +6% Mind.crit +8% Dmg.mod +9% nature +3% fire Res.pen +26% fire Melee Ret 10 fire On Hit (Melee): * 20% chance to slow global speed by 71% ----- def ----- Armour +5 Fatigue +5% Resists +20% light +15% blight +6% fire +11% nature +19% darkness A cap made of leather. |
On hands | Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)1.5 T5 hands armor [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+2 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+5 eff.) Max.HP +100.00 ---------- misc Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 190.46 arcane damage and stunned). Uses 90 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Tool | elm totem of stinging 'Ce'Nyssra' [power 110] (14 cooldown) elm totem of stinging 'Ce'Nyssra' [power 110] (14 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: ----- def ----- Spell.save +6 (+2 eff.) Mind.save +3 (+1 eff.) HP.reg +2.00 Confus- +10% Sting an enemy dealing 155 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 14 cooldown 100% to reduce fatigue by 24% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | steel ring 'Duskgash' steel ring 'Duskgash'0.1 T2 ring jewelry [Rare] Psionic While equipped: dps ---------- Res.pen +25% darkness ----- def ----- Resists +5% arcane Mind.save +7 (+2 eff.) Blind- +20% Poison- +20% Confus- +21% Stun/Frz- +20% Rings can have magical properties. |
On fingers | steel ring 'Runokor' steel ring 'Runokor'0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +1 Str +2 Wil +4 Cun dps ---------- Melee Ret 8 blight ----- def ----- Defense +8 (+2 eff.) Resists +8% nature +7% blight Mind.save +8 (+2 eff.) Poison- +14% Disease- +15% Confus- +32% ---------- misc Light +4 Infravis +4 See.Invis +6 Rings can have magical properties. |
Around neck | gold amulet 'Islura' gold amulet 'Islura'0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +1 Str +1 Dex +1 Con dps ---------- Crit.mult +10.00% Dmg.mod +21% physical Res.pen +20% physical ----- def ----- Resists +25% lightning Stun/Frz- +38% Amulets can have magical properties. |
In main hand | Lelarain (114% power, 66 apr, mind damage) Lelarain (114% power, 66 apr, mind damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 114% Range: 1.1x Uses 86% Wil, 51% Cun Dmg Mind Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +66 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +9% Mind.pwr +27 (+6 eff.) Dmg.mod +13% acid +9% physical +15% fire +18% mind +11% cold Res.pen +8% acid +7% fire +8% physical +9% cold ----- def ----- Resists +6% blight Max.HP +50.00 HP.reg +2.00 Heal/summ +45 Silence- +10% Disarm- +20% Confus- +20% Teleport- +10% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Psi/m.crit +4.00 Max.summ +2 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | drakeskin leather belt 'Shockfiend' drakeskin leather belt 'Shockfiend'1.0 T5 belt armor [Rare] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Phys.crit +15.0% Mind.crit +13% Dmg.mod +6% lightning Res.pen +25% light +26% fire Melee Ret 10 lightning 10 fire ----- def ----- Resists +21% lightning A belt that goes around your waist. |
In off hand | Great Caller (100% power, 30 apr, nature damage) Great Caller (100% power, 30 apr, nature damage)3.0 T3 mindstar 1H weapon [Unique] Nature Power 100% Range: 1.1x Uses 51% Wil, 86% Cun Dmg Nature Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +30 Crit +2.5% Atk.spd 100% While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.crit +6% Mind.pwr +21 (+4 eff.) Dmg.mod +8% cold +8% fire +8% physical ----- def ----- Heal/summ +30 ---------- misc Max.summ +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
Cloak | cashmere cloak 'Zaroddandur' (17 def, 0 armour) cashmere cloak 'Zaroddandur' (17 def, 0 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +6% ----- def ----- Defense +17 (+4 eff.) Resists +9% fire Max.HP +80.00 Cut- +10% Confus- +20% Pinning- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Breath of Eyal (10 def, 10 armour) Breath of Eyal (10 def, 10 armour)9.0 T5 light armor [Unique] Nature/Disrupt While equipped: dps ---------- Mind.pwr +10 (+2 eff.) ----- def ----- Armour +10 Defense +10 (+3 eff.) Fatigue +20% Resists +20% lightning +20% temporal +20% light +20% fire +20% nature +10% all +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell.save +20 (+7 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Inventory
healing infusion of the psychic (heal 281; cd 14) healing infusion of the psychic (heal 281; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 281 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion (die at -595; dur 10; cd 34) heroism infusion (die at -595; dur 10; cd 34)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 10 turns. While Heroism is active, you will only die when reaching -595 life. The duration and life will increase by 1% for every 1% life you have lost (currently 595 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the psychic (die at -910; dur 6; cd 30) heroism infusion of the psychic (die at -910; dur 6; cd 30)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -910 life. The duration and life will increase by 1% for every 1% life you have lost (currently 910 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 597; 14 cd) regeneration infusion of the psychic (heal 597; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 597 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion (res 24%; mental; dur 4; cd 16) wild infusion (res 24%; mental; dur 4; cd 16)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the psychic (res 38%; physical; dur 3; cd 13) wild infusion of the psychic (res 38%; physical; dur 3; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 38% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the sneak (res 38%; magical; dur 2; cd 10) wild infusion of the sneak (res 38%; magical; dur 2; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 38% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the titan (res 31%; physical; dur 2; cd 12) wild infusion of the titan (res 31%; physical; dur 2; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 31% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Elixir of Avoidance Elixir of Avoidance0.0 potion [Plot Item] Nature Permanently increase your defense and ranged defense by six. A vial of opaque green fluid. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Fanged Collar Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+8 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Khelildir Khelildir0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Mag +5 Con dps ---------- Spell.crit +2% Spell.pwr +10 (+1 eff.) ----- def ----- Resists +27% lightning +12% acid Phys.save +43 (+18 eff.) Spell.save +20 (+7 eff.) Mind.save +25 (+6 eff.) Max.HP +69.00 HP.reg +11.00 Stun/Frz- +34% ---------- misc Mana/s.crit +2.00 Vim/s.crit +2.07 Max.vim +10.00 Amulets can have magical properties. |
Lorakath Lorakath0.1 T5 amulet jewelry [Rare] Disrupt While equipped: Stats +6 Str +6 Mag ----- def ----- Resists +15% lightning +9% physical +30% blight +5% arcane +28% nature Crit.dmg- 15.00% Spell.save +12 (+4 eff.) Heal.mod +10% Poison- +50% Disease- +50% Disarm- +21% Amulets can have magical properties. |
voratun amulet of the eclipse voratun amulet of the eclipse0.1 T5 amulet jewelry [Ego+] Arcane While equipped: dps ---------- Melee+ 9 light 14 darkness Dmg.mod +11% light +8% darkness On Melee Ret: * 11% chance to reduce damage dealt by 34% * 6% chance to blind Amulets can have magical properties. |
Orb of Many Ways Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Airroar Airroar0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Con dps ---------- Phys.crit +2.0% Dmg.mod +21% lightning Res.pen +20% physical ----- def ----- Armour +8 Fatigue -6% Die.at -40.00 life ---------- misc Max.enc +24 Rings can have magical properties. |
Flashsin the voratun ring Flashsin the voratun ring0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +16 Cun +10 Dex dps ---------- Melee+ 23 physical Ranged+ 32 physical Dmg.mod +18% lightning +6% fire +9% acid Acc +14 (+5 eff.) On Hit (Melee): * 10% chance to slow global speed by 71% * 15% chance to reduce all saves and defense by 42 On Hit (Ranged): * 10% chance to reduce all saves and defense by 42 ----- def ----- Resists +36% lightning +6% fire +12% cold Spell.save +9 (+3 eff.) ---------- misc Hate/m.crit +3.00 Max.hate +12.00 Bleeding Edge: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
Sparkclash Sparkclash0.1 T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +9 Str +13 Wil +14 Cun +8 Con dps ---------- Phys.pwr +11 (+4 eff.) Mind.pwr +22 (+4 eff.) Dmg.mod +9% lightning +3% temporal Res.pen +15% acid On Hit (Melee): * 10% chance to reduce armor by 11% ----- def ----- Resists +12% temporal Rings can have magical properties. |
voratun bloodstone ring voratun bloodstone ring0.1 T5 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +76.00 HP.reg +17.00 Heal.mod +14% Stun/Frz- +60% Rings can have magical properties. |
thought-forged voratun dagger (146% power, 9 apr) thought-forged voratun dagger (146% power, 9 apr)1.0 T5 dagger 1H weapon [Ego] Psionic Power 147% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +25 mind On Hit: * 35% chance to reduce all saves and defense by 42 While equipped: Stats +6 Cun +7 Wil Sharp, short and deadly. |
plaguebringer's voratun greatmaul (180% power, 4 apr) plaguebringer's voratun greatmaul (180% power, 4 apr)5.0 T5 greatmaul 2H weapon Reqs Str 48 [Ego+] Arcane Power 181% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +28 blight On Hit: 20% Epidemic 5 On Hit: * 20% chance to reduce strength, dexterity, and constitution by 5 While equipped: ----- def ----- Disease- +49% Massive two-handed mauls. |
plaguebringer's voratun greatmaul of paradox (177% power, 4 apr) plaguebringer's voratun greatmaul of paradox (177% power, 4 apr)5.0 T5 greatmaul 2H weapon Reqs Str 48 [Ego+] Arcane Power 178% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +26 blight +28 temporal On Hit: 20% Epidemic 5 On Hit: * 28% chance to reduce strength, dexterity, and constitution by 5 While equipped: ----- def ----- Resists +28% temporal Disease- +49% Massive two-handed mauls. |
voratun greatmaul of projection (182% power, 4 apr) voratun greatmaul of projection (182% power, 4 apr)5.0 T5 greatmaul 2H weapon Reqs Str 48 [Ego+] Psionic Power 182% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Hit: * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed mauls. |
Dawn's Blade (161% power, 7 apr) Dawn's Blade (161% power, 7 apr)3.0 T5 longsword 1H weapon Reqs Str 35 [Unique] Arcane If the sun doesn't set, dawn's power lasts forever. Power 162% Range: 1.4x Uses 25% Mag, 80% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 100% Dmg.conv 30% light Against +25% Undead +25% Demon While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+1 eff.) Dmg.mod +18% light Res.pen +25% light ---------- misc Light +2 Cooldown Healing Light -2 Suncloak -3 Providence -4 Barrier -2 Masteries +0.20 Celestial/Sun +0.20 Celestial/Combat +0.20 Celestial/Light Invoke dawn, inflicting 127.33 light damage in radius 5 (based on Magic) and lighting the area within radius 10. Uses 32 power out of 35/35 Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
hateful living mindstar of sand (111% power, 40 apr, mind damage) hateful living mindstar of sand (111% power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego++] Nature/Psionic Power 111% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Melee+ 20 physical Dmg.mod +20% physical +25% mind +25% darkness Res.pen +20% physical +15% mind +14% darkness ----- def ----- Resists +20% physical ---------- misc Max.hate +9.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Awakened Staff of Absorption (172% power, 60 apr, fire element) Awakened Staff of Absorption (172% power, 60 apr, fire element)7.0 T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 172% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+5 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 180 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." |
chilling voratun waraxe of evisceration (151% power, 6 apr) chilling voratun waraxe of evisceration (151% power, 6 apr)3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego+] Arcane/Master Power 151% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +30 cold On Crit: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +15.0% Phys.pwr +15 (+5 eff.) One-handed war axes. |
truestriking voratun waraxe (149% power, 6 apr) truestriking voratun waraxe (149% power, 6 apr)3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego+] Master Power 149% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Res.pen +15% physical Acc +19 (+7 eff.) Apr +15 One-handed war axes. |
Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 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. |
Threads of Fate (10 def, 0 armour) Threads of Fate (10 def, 0 armour)2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +10 Lck dps ---------- Spell.pwr +8 (+1 eff.) Dmg.mod +10% temporal ----- def ----- Defense +10 (+3 eff.) Resists +20% temporal Res.Cap +10% temporal Phys.save +20 (+10 eff.) Spell.save +20 (+7 eff.) Mind.save +20 (+5 eff.) Confus- +40% ---------- misc Masteries +0.10 Chronomancy/Timeline Threading +0.10 Chronomancy/Chronomancy +0.10 Spell/Divination See the Threads: Level 1.0 Pwr.cost 45 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
cashmere cloak 'Cyretta' (2 def, 0 armour) cashmere cloak 'Cyretta' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Dex +3 Mag +3 Cun dps ---------- Dmg.mod +12% physical ----- def ----- Defense +2 (+0 eff.) Resists +3% physical Die.at -80.00 life ---------- misc See.Invis +24 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping elven-silk cloak of Eldoral (18 def, 0 armour) enveloping elven-silk cloak of Eldoral (18 def, 0 armour)2.0 T5 cloak armor [Ego] Master While equipped: Stats +4 Cun +4 Dex ----- def ----- Defense +18 (+5 eff.) Phys.save +10 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
mindwoven elven-silk robe of fire (+37%) (0 def, 0 armour) mindwoven elven-silk robe of fire (+37%) (0 def, 0 armour)2.0 T5 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +6 (+1 eff.) Dmg.mod +25% fire ----- def ----- Resists +15% all +37% fire Mind.save +30 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
insulating pair of voratun boots of disengagement (0 def, 5 armour) insulating pair of voratun boots of disengagement (0 def, 5 armour)3.0 T5 feet armor [Ego+] Master While equipped: Stats +4 Cun +4 Dex ----- def ----- Armour +5 Fatigue +4% Resists +10% fire +13% cold Disengage: Puts all charms on 14 cooldown Level 1.0 Pwr.cost 14 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 64% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
stealthy pair of drakeskin leather boots of phasing (0 def, 5 armour) stealthy pair of drakeskin leather boots of phasing (0 def, 5 armour)2.0 T5 feet armor [Ego+] Arcane/Master While equipped: Stats +8 Dex +4 Mag +4 Wil +15 Lck ----- def ----- Armour +5 Stealth +12 Blink to a nearby random location (rad 13) Puts all charms on 23 cooldown A pair of boots made of leather. |
stealthy pair of drakeskin leather boots of tirelessness (0 def, 5 armour) stealthy pair of drakeskin leather boots of tirelessness (0 def, 5 armour)2.0 T5 feet armor [Ego] Master While equipped: Stats +14 Lck +8 Dex ----- def ----- Armour +5 Stealth +15 ---------- misc Stam/turn +1.30 Max.stam +40.00 A pair of boots made of leather. |
dragonslayer's voratun helm of strength (+8) (0 def, 5 armour) dragonslayer's voratun helm of strength (+8) (0 def, 5 armour)3.0 T5 head armor [Ego+] Nature/Master While equipped: Stats +8 Str ----- def ----- Armour +5 Fatigue +5% Resists +13% acid +14% fire +14% lightning +15% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Glintseam' (0 def, 3 armour) =water= iron helm 'Glintseam' (0 def, 3 armour) =water=3.0 T1 head armor [Rare] Nature While equipped: Stats +3 Str dps ---------- Res.pen +5% light On Hit (Melee): * 10% chance to reduce damage dealt by 34% ----- def ----- Armour +3 Fatigue +5% Resists +5% cold ---------- misc Light +3 Infravis +1 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
thaloren voratun helm of might (0 def, 5 armour) thaloren voratun helm of might (0 def, 5 armour)3.0 T5 head armor [Ego++] Master While equipped: Stats +4 Str +9 Wil +5 Con dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +15% blight Mind.save +13 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
werebeast's voratun helm of the depths (0 def, 5 armour) werebeast's voratun helm of the depths (0 def, 5 armour)3.0 T5 head armor [Ego+] Nature While equipped: Stats +9 Str +6 Dex +9 Cun +8 Con ----- def ----- Armour +5 Fatigue +5% Resists -40% light +22% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rejuvenating voratun mail armour of fire resistance (5 def, 10 armour) rejuvenating voratun mail armour of fire resistance (5 def, 10 armour)14.0 T5 heavy armor Reqs - Heavy armour training Str 48 [Ego] Nature/Master While equipped: ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +28% fire HP.reg +8.00 ---------- misc Stam/turn +1.50 A suit of armour made of mail. |
fortifying voratun plate armour of the dragon (0 def, 16 armour) fortifying voratun plate armour of the dragon (0 def, 16 armour)17.0 T5 massive armor Reqs - Massive armour training Str 60 [Ego++] Nature/Master While equipped: Stats +6 Str +7 Con ----- def ----- Armour +16 Fatigue +22% Resists +11% acid +14% physical +15% cold +15% lightning +15% fire Max.HP +100.00 Disarm- +40% Stun/Frz- +40% Knockbk- +35% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
coruscating voratun shield of patience (0 def, 10 armour, 195.5 block) coruscating voratun shield of patience (0 def, 10 armour, 195.5 block)7.0 T5 shield armor Reqs - Shield usage training Str 48 [Ego++] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6 Str dps ---------- Melee Ret 18 fire ----- def ----- Armour +10 Fatigue +8% Resists +18% temporal +20% fire ---------- misc Talents +1 Block Temporal Shield: (Instant) Puts all charms on 27 cooldown Level 2.0 Pwr.cost 27 out of 30/30. Range 10 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (136) is absorbed, or the time runs out (7 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
5 agate 5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1295 alchemist agate 1295 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
7 aquamarine 7 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 lapis lazuli 8 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal 7 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 sapphire 5 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz 9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Lifebinding Emerald Lifebinding Emerald0.0 T5 green gem [Plot Item] Nature While equipped: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Item imbue powers: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Stun/Frz- +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
4 emerald 4 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 jade 3 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise 3 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(157 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
dwarven lantern of the sun dwarven lantern of the sun1.0 T5 lite [Ego+] Arcane While equipped: dps ---------- Dmg.mod +15% light ----- def ----- Resists +15% darkness Affinity +5% light ---------- misc Light +8 Sun Flare: Puts all charms on 27 cooldown Level 3.0 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 35.49 light damage. At talent level 3 you gain 8% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Eye of the Dreaming One Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+2 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 18 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 18 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Crystal Heart Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Demonic Orb of Many Ways Demonic Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 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)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 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)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 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 Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Runed Skull Runed Skull3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+1 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
49 alchemist bloodstone 49 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
3 bloodstone 3 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 fire opal 7 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 garnet 2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 ruby 5 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
Tidehacker [power 165] (14 cooldown) Tidehacker [power 165] (14 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +18% cold Res.pen +10% fire +10% cold Melee Ret 8 cold ----- def ----- Resists +5% arcane +6% fire Blast the opponent's mind dealing 206 mind damage and silencing them for 4 turns Puts all charms on 14 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Chillwilter [power 320] (14 cooldown) Chillwilter [power 320] (14 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Acc +20 (+7 eff.) ----- def ----- Armour +4 Resists +6% acid +7% physical +15% cold Sting an enemy dealing 451 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 14 cooldown Natural totems are made by powerful wilders to store nature power. |
Sunqueen the elven-wood totem of summon tentacle [power 365] (23 cooldown) Sunqueen the elven-wood totem of summon tentacle [power 365] (23 cooldown)2.0 T4 totem charm [Rare] Nature While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Defense +10 (+3 eff.) Resists +9% acid +5% arcane Phys.save +9 (+5 eff.) Heal.mod +20% Stun/Frz- +20% Teleport- +20% Summon a resilient tentacle up to 5 spaces away for 11 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1050 Base Damage: 392 Armor: 32 All Resist: 40 Puts all charms on 23 cooldown 100% to increase the duration of 3 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
3 amethyst 3 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Pearl of Life and Death Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
12 diamond 12 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 moonstone 9 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 pearl 7 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 quartz 7 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 amber 3 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon 10 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Pyros the Cornac Summoner level 36
71st Regrowth 123rd year of Ascendancy at 00:19 see stats
By Pyros the Cornac Summoner level 50
78th Dusk 123rd year of Ascendancy at 10:30 see stats
By Pyros the Cornac Summoner level 36
61st Regrowth 123rd year of Ascendancy at 08:25 see stats
By Pyros the Cornac Summoner level 20
65th Haze 122nd year of Ascendancy at 01:46 see stats
By Pyros the Cornac Summoner level 46
37th Dusk 123rd year of Ascendancy at 01:55 see stats
By Pyros the Cornac Summoner level 40
4th Pyre 123rd year of Ascendancy at 14:13 see stats
By Pyros the Cornac Summoner level 29
12nd Regrowth 123rd year of Ascendancy at 15:10 see stats
By Pyros the Cornac Summoner level 10
14th Dusk 122nd year of Ascendancy at 15:06 see stats
By Pyros the Cornac Summoner level 38
1st Time of Balance 123rd year of Ascendancy at 03:10 see stats
By Pyros the Cornac Summoner level 33
53rd Regrowth 123rd year of Ascendancy at 15:46 see stats
By Pyros the Cornac Summoner level 50
66th Haze 123rd year of Ascendancy at 11:35 see stats
By Pyros the Cornac Summoner level 23
2nd Wintertide 123rd year of Ascendancy at 03:08 see stats
By Pyros the Cornac Summoner level 31
24th Regrowth 123rd year of Ascendancy at 17:35 see stats
By Pyros the Cornac Summoner level 50
46th Haze 123rd year of Ascendancy at 00:30 see stats
By Pyros the Cornac Summoner level 33
52nd Regrowth 123rd year of Ascendancy at 12:50 see stats
By Pyros the Cornac Summoner level 26
5th Allure 123rd year of Ascendancy at 00:37 see stats
By Pyros the Cornac Summoner level 10
2nd Dusk 122nd year of Ascendancy at 04:11 see stats
By Pyros the Cornac Summoner level 20
47th Haze 122nd year of Ascendancy at 07:47 see stats
By Pyros the Cornac Summoner level 30
13rd Regrowth 123rd year of Ascendancy at 10:07 see stats
By Pyros the Cornac Summoner level 40
1st Pyre 123rd year of Ascendancy at 19:32 see stats
By Pyros the Cornac Summoner level 50
61st Dusk 123rd year of Ascendancy at 04:26 see stats
By Pyros the Cornac Summoner level 50
43rd Haze 123rd year of Ascendancy at 22:48 see stats
By Pyros the Cornac Summoner level 42
73rd Pyre 123rd year of Ascendancy at 12:39 see stats
By Pyros the Cornac Summoner level 50
66th Haze 123rd year of Ascendancy at 11:34 see stats
By Pyros the Cornac Summoner level 49
52nd Dusk 123rd year of Ascendancy at 16:34 see stats
By Pyros the Cornac Summoner level 38
78th Regrowth 123rd year of Ascendancy at 21:27 see stats
By Pyros the Cornac Summoner level 50
61st Dusk 123rd year of Ascendancy at 21:29 see stats
By Pyros the Cornac Summoner level 19
69th Dusk 122nd year of Ascendancy at 21:37 see stats
By Pyros the Cornac Summoner level 39
1st Time of Balance 123rd year of Ascendancy at 06:18 see stats
By Pyros the Cornac Summoner level 9
3rd Mirth 122nd year of Ascendancy at 06:21 see stats
By Pyros the Cornac Summoner level 50
43rd Haze 123rd year of Ascendancy at 23:12 see stats
By Pyros the Cornac Summoner level 50
66th Haze 123rd year of Ascendancy at 11:35 see stats
By Pyros the Cornac Summoner level 9
5th Mirth 122nd year of Ascendancy at 19:28 see stats
By Pyros the Cornac Summoner level 45
31st Dusk 123rd year of Ascendancy at 05:19 see stats
By Pyros the Cornac Summoner level 42
33rd Pyre 123rd year of Ascendancy at 06:18 see stats
By Pyros the Cornac Summoner level 25
1st Allure 123rd year of Ascendancy at 11:50 see stats
By Pyros the Cornac Summoner level 17
64th Dusk 122nd year of Ascendancy at 07:04 see stats
By Pyros the Cornac Summoner level 35
59th Regrowth 123rd year of Ascendancy at 15:41 see stats
Log
Pyros picks up (C.): insulating pair of voratun boots of disengagement (0 def, 5 armour).
Pyros picks up (G.): thaloren voratun helm of might (0 def, 5 armour).
Pyros picks up (J.): fortifying voratun plate armour of the dragon (0 def, 16 armour).
Pyros picks up (x.): chilling voratun waraxe of evisceration (151% power, 6 apr).
Pyros picks up (v.): Dawn's Blade (161% power, 7 apr).
You pickup 0.80 gold pieces.
Lore found: Pearl of Life and Death
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: Threads of Fate
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: Dawn's Blade
You can read all your collected lore in the game menu, by pressing Escape.
Resting starts...
Pyros gains 0% of a turn from Ancestral Life.
Rested for 16 turns (stop reason: all resources and life at maximum).
Pyros picks up (b.): heroism infusion (die at -595; dur 10; cd 34).
Pyros picks up (E.): enveloping elven-silk cloak of Eldoral (18 def, 0 armour).
Pyros picks up (t.): thought-forged voratun dagger (146% power, 9 apr).
You pickup 0.55 gold pieces.
You pickup 0.65 gold pieces.
Pyros picks up (J.): stealthy pair of drakeskin leather boots of tirelessness (0 def, 5 armour).
You pickup 2.30 gold pieces.
Ran for 14 turns (stop reason: interesting terrain).
Pyros deactivates Psiblades.
Pyros deactivates Master Summoner.
Pyros deactivates Through The Crowd.
Pyros deactivates Elemental Harmony.