Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official 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:
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. ZOmnibus Addon Pack 1.7.4Combines 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: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Embers of Rage 1.7.4Official 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 1.7.2Quality 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. Forbidden Cults 1.7.4Official 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 | Male |
Race | Cornac |
Class | Brawler |
Level / Exp | 50 / 1757% |
Size | medium |
Lifes / Deaths | Killed by Nerira the rogue sapper at level 21 on the 55th Haze 122nd year of Ascendancy at 23:10 5 / 2Killed by Massok the Dragonslayer at level 44 on the 53rd Dusk 123rd year of Ascendancy at 12:27 |
Primary Stats
Strength | 131 (base 60) |
Dexterity | 94 (base 61) |
Constitution | 87 (base 35) |
Magic | 55 (base 16) |
Willpower | 50 (base 10) |
Cunning | 87 (base 61) |
Resources
Life | 1568/1568 |
Stamina | 327/327 |
Equilibrium | 29 |
Healing Factor | 1.4498704628101 |
Regeneration | 18.823470784698 |
Speed
Mental | +10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 56.450402445479 |
See Invisible | 66.45040244548 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Barehand
Damage | 181 |
Accuracy | 72 |
Crit Chance | 78% |
APR | 30 |
Speed | 0.91 |
Offense: Spell
Spellpower | 53 |
Crit Chance | 41% |
Speed | 1 |
Offense: Mind
Mindpower | 48 |
Crit Chance | 42% |
Speed | 1 |
Offense: Damage Bonus
Acid | +22% |
Arcane | +22% |
Cold | +36% |
All | +7% |
Lightning | +29% |
Light | +13% |
Temporal | +22% |
Physical | +77% |
Mind | +16% |
Darkness | +31% |
Offense: Damage Penetration
Darkness | +58% |
Light | +50% |
Mind | +40% |
Physical | +45% |
Cold | +50% |
All | +25% |
Defense: Base
Armour (hardiness) | 34 (55.65183292883%) |
Defense | 88 |
Ranged Defense | 88 |
Fatigue | 0 |
Physical Save | 77 |
Spell Save | 54 |
Mental Save | 58 |
Defense: Resistances
Acid | + 48%( 77%) |
Blight | + 38%( 77%) |
Physical | + 44%( 77%) |
Cold | + 60%( 77%) |
All | + 34%( 77%) |
Darkness | + 49%( 77%) |
Light | + 40%( 77%) |
Temporal | + 42%( 77%) |
Lightning | + 43%( 77%) |
Mind | + 38%( 77%) |
Nature | + 36%( 77%) |
Defense: Immunities
Confusion Resistance | 70% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 59% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 522 life over 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 129 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 39 up to 9 times. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 944% 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 Cunning stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Grappling | 1.30 |
| 3/5 |
| 5/5 |
| 2/5 |
| 2/5 |
Technique / Pugilism | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 2/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.40 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Chant of Fortitude |
talent | Elemental Harmony |
talent | Exploit Weakness |
talent | Trained Reactions |
talent | Striking Stance |
beneficial effect | Countering melee attacks: Has a 55% chance to get an automatic counter attack when avoiding a melee attack. (2.1 counters remaining) Counter Attacking |
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 |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved Willpower by +5. | done |
You failed to protect the injured seer from death by Xeraressra the spitting spider. Escort: injured seer (level 8 of Dreadfell) | failed |
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 Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You abandoned lost tinker, to death. Escort: lost tinker (level 2 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Misdirection (+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. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | 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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 1972. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed multi-hued wyrm scale. * You've found the needed giant spider spinneret. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | active |
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 within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Tundralord (0 def, 5 armour) Tundralord (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Rare] Master While equipped: Stats +3 Str +8 Dex +3 Wil +4 Cun offense ------ Physical Crit +6.0% Mind Crit +3% Critical power +20.88% Physical Power +6 (+1 eff.) Mindpower +15 (+5 eff.) Ignore Armor +13 defense ------ Armor +5 Fatigue +4% Resistance +18% cold other ------- See Invisibility +9 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | Arkul's Siege Arrows (14/14, 68-95 power, 100 apr) Arkul's Siege Arrows (14/14, 68-95 power, 100 apr)3.0 Encumbrance T5 arrow ammo [Unique] Master Weapon Damage 68.0 - 95.2 Physical Uses 70% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +100 Critical Rate +10.0% Capacity 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
On hands | Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag offense ------ Physical Crit +10.0% Spell Crit +10% Critical power +50.00% Damage +10% physical defense ------ Armor +6 Unarmed combat: Weapon Damage 36.0 - 50.4 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 100% On-hit +20 arcane On Hit: 10% Displacement Shield level 3 On Hit: 15% Wave of Power level 1 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
On head | drakeskin leather cap 'Halahir' (0 def, 5 armour) drakeskin leather cap 'Halahir' (0 def, 5 armour)2.0 Encumbrance T5 head armor [Rare] Nature While equipped: Stats +6 Str +9 Mag +6 Wil offense ------ Spell Crit +4% Critical power +20.00% Physical Power +12 (+3 eff.) Spellpower +30 (+9 eff.) Damage +15% arcane defense ------ Armor +5 Fatigue +5% Resistance +15% physical Physical save +15 (+3 eff.) other ------- Max vim +50.00 A cap made of leather. |
Tool | Sootserpent [power 89] (17 cooldown) Sootserpent [power 89] (17 cooldown)2.0 Encumbrance T5 totem charm [Rare] Nature While equipped: Stats +11 Str +6 Con offense ------ Physical Crit +10.4% Critical power +26.00% Damage +15% acid Ignore resists +15% darkness defense ------ Defense +20 (+4 eff.) Resistance +21% acid Harden the skin for 7 turns increasing armour by 89 and armour hardiness by 70% Puts all charms on 17 turn cooldown 100% to heal for 110. Natural totems are made by powerful wilders to store nature power. |
On fingers | Glory of the Pride Glory of the Pride0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: offense ------ Physical Power +10 (+2 eff.) Damage +8% physical Accuracy +10 (+3 eff.) defense ------ Armor +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Physical save +45 (+9 eff.) Confus Resist +50% other ------- Max mana -40.00 Max stamina +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
On fingers | Wheel of Fate Wheel of Fate0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +5 Cun +5 Mag offense ------ Spellpower +9 (+3 eff.) Damage +3% temporal defense ------ Resistance +6% blight +3% nature +6% mind Unlife -60.00 life Life Regen +5.00 Blind Resist +35% Confus Resist +10% Stun Resist +38% other ------- Infravision +5 See Stealth +14 See Invisibility +15 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around neck | Layulaith the Pitchshear Layulaith the Pitchshear0.1 Encumbrance T5 amulet jewelry [Random Unique] Master While equipped: offense ------ Physical Power +10 (+2 eff.) Combat Speed +10% Damage +10% physical On-Hit (Melee): * 20% chance to reduce damage dealt by 24% defense ------ Armor +8 Defense +12 (+2 eff.) Resistance +3% darkness Max Resistance +7% all Physical save +51 (+11 eff.) Spell save +23 (+7 eff.) Mind save +25 (+6 eff.) Life Regen +4.73 Blind Resist +24% Out-of-Phase Defense +18 Out-of-Phase Resistance +18% Out-of-Phase Resilience +18% other ------- Masteries +0.40 Wild-gift/Harmony Amulets make your neck look great! |
Main armor | Adiyagavena (0 def, 0 armour) Adiyagavena (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Rare] Nature While equipped: Stats +8 Str +4 Dex +8 Mag +12 Wil +7 Con offense ------ Physical Power +30 (+6 eff.) Damage +22% lightning +37% physical +29% cold Ignore resists +20% physical When Hit 10 physical defense ------ Resistance +13% lightning +15% cold +15% all other ------- Stamina/turn +3.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Light source | Belasus the Flashbreak Belasus the Flashbreak1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +6 Wil offense ------ Physical Crit +5.0% Critical power +16.00% Physical Power +8 (+2 eff.) Damage +6% light +12% temporal Ignore resists +25% light +25% cold defense ------ Resistance +12% temporal +9% light +6% cold other ------- Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Cloak | elven-silk cloak 'Beligadar' (28 def, 0 armour) elven-silk cloak 'Beligadar' (28 def, 0 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Master/Psionic While equipped: Stats +8 Str +3 Wil +6 Cun +4 Con offense ------ Physical Crit +4.0% Mind Crit +8% Damage +24% darkness +15% physical Ignore resists +18% darkness When Hit 8 physical defense ------ Defense +28 (+5 eff.) Resistance +20% darkness Stealth +24 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | Voidwire the drakeskin leather belt Voidwire the drakeskin leather belt1.0 Encumbrance T5 belt armor [Rare] Master While equipped: offense ------ Physical Crit +6.0% Mind Crit +4% Critical power +35.69% Physical Power +6 (+1 eff.) Damage +9% mind Ignore resists +15% mind When Hit 10 mind On-Hit (Melee): * 21% chance to reduce damage dealt by 24% defense ------ Mind save +6 (+2 eff.) other ------- EQ when Hit +0.12 Hate-on-crit +3.00 A belt that goes around your waist. |
Inventory
healing infusion of the duelist (heal 233; cd 13) healing infusion of the duelist (heal 233; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 233 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity 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 -465; dur 10; cd 25) heroism infusion (die at -465; dur 10; cd 25)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 25 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 -465 life. The duration and life will increase by 1% for every 1% life you have lost (currently 465 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. |
movement infusion of the titan (speed 773%; cd 15) movement infusion of the titan (speed 773%; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 773% 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 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 |
movement infusion of the warrior (speed 1038%; cd 13) movement infusion of the warrior (speed 1038%; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1038% 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 Strength 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 |
regeneration infusion of the sneak (heal 624; 13 cd) regeneration infusion of the sneak (heal 624; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 624 life over 5 turns. 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 |
regeneration infusion of the titan (heal 356; 14 cd) regeneration infusion of the titan (heal 356; 14 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 356 life over 5 turns. 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 |
blink rune of the warrior (range 8; phase 26; cd 14) blink rune of the warrior (range 8; phase 26; cd 14)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 8 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 93; cd 15) shatter afflictions rune (absorb 93; cd 15)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 93 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the duelist (absorb 332; dur 4; cd 18) shielding rune of the duelist (absorb 332; dur 4; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 332 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 319; dur 4; cd 16) shielding rune of the titan (absorb 319; dur 4; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 319 damage for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
warmaker's stralite amulet of murder warmaker's stralite amulet of murder0.1 Encumbrance T4 amulet jewelry [Ego++] Master While equipped: Stats +6 Str +7 Dex +7 Wil offense ------ Critical power +14.00% Accuracy +9 (+3 eff.) Ignore Armor +18 Amulets make your neck look great! |
Sunknave Sunknave0.1 Encumbrance T5 amulet jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +7 Dex +6 Wil +2 Cun +1 Con offense ------ Mindpower +14 (+4 eff.) On-Hit 15 light 15 darkness Damage +9% cold +15% light +13% darkness When Hit: * 15% chance to reduce damage dealt by 24% * 15% chance to blind defense ------ Fatigue -10% Resistance +6% light Crit Resistance 10.00% Physical save +20 (+4 eff.) Spell save +18 (+6 eff.) Mind save +37 (+9 eff.) Life Regen +5.00 Confus Resist +25% other ------- See Invisibility +3 Amulets make your neck look great! |
Orb of Many Ways Orb of Many Ways1.0 Encumbrance 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. |
Unritar the Lightnull Unritar the Lightnull0.1 Encumbrance T4 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: offense ------ Damage +15% light Ignore resists +15% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 30 defense ------ Resistance +11% blight +6% mind +8% nature +3% light Physical save +13 (+3 eff.) Spell save +7 (+2 eff.) Mind save +19 (+5 eff.) Poison Resist +23% Disease Resist +22% Confus Resist +36% Rings make your fingers look great! |
Freezewrither the voratun ring Freezewrither the voratun ring0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +16 Mag +8 Wil +8 Cun +5 Con offense ------ Spellpower +29 (+9 eff.) Mindpower +20 (+6 eff.) Ignore resists +10% mind defense ------ Resistance +12% cold Spell save +20 (+6 eff.) Mind save +12 (+3 eff.) Life +50.00 Disarm Resist +50% Pinning Resist +42% Knockbk Resist +43% other ------- Psi when Hit +0.08 Hate-on-crit +3.00 Max stamina +40.00 Rings make your fingers look great! |
Venomraven the voratun ring Venomraven the voratun ring0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: Stats +10 Str +10 Con offense ------ Physical Power +15 (+3 eff.) Ignore resists +33% darkness On-Hit (Melee): * 27% chance to slow global speed by 57% defense ------ Defense +40 (+8 eff.) Life +133.79 Silence Resist +27% Disarm Resist +27% other ------- Light +4 Rings make your fingers look great! |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element) Awakened Staff of Absorption (60-72 power, 60 apr, fire element)7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+14 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +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 170 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." |
infernal dragonbone starstaff (30-36 power, 6 apr, physical element) infernal dragonbone starstaff (30-36 power, 6 apr, physical element)5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Critical power +36.00% Spellpower +24 (+8 eff.) On-Hit 35 fire Damage +30% physical other ------- See Invisibility +20 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding dragonbone starstaff (30-36 power, 6 apr, darkness element) lifebinding dragonbone starstaff (30-36 power, 6 apr, darkness element)5.0 Encumbrance T5 staff 2H weapon [Ego+] Nature Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +7 Con offense ------ Spell Crit +5% Spellpower +24 (+8 eff.) Damage +30% darkness defense ------ Life Regen +1.80 Healmod +29% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
acidic voratun greatmaul of massacre (86-129 power, 4 apr) acidic voratun greatmaul of massacre (86-129 power, 4 apr)5.0 Encumbrance T5 greatmaul 2H weapon [Ego] Arcane/Master Weapon Damage 86.0 - 129.0 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 150 damage over 5 turns and reducing armor and accuracy by 19 Massive two-handed mauls. |
enhanced voratun greatsword of massacre (80-127 power, 4 apr) enhanced voratun greatsword of massacre (80-127 power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon [Ego+] Nature/Master Weapon Damage 79.5 - 127.2 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +17 Str +19 Dex +19 Mag +19 Wil +17 Cun +19 Con Massive two-handed swords. |
acidic voratun longsword of daylight (44-61 power, 6 apr) acidic voratun longsword of daylight (44-61 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon [Ego] Arcane Weapon Damage 43.5 - 60.9 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +17 light Damage Against +15% Undead On Critical: * Splash the target with acid dealing 150 damage over 5 turns and reducing armor and accuracy by 19 Sharp, long, and deadly. |
quick voratun longsword (44-62 power, 6 apr) quick voratun longsword (44-62 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon [Ego+] Master Weapon Damage 44.0 - 61.6 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +7 Dex offense ------ Combat Speed +10% Accuracy +25 (+7 eff.) Sharp, long, and deadly. |
voratun mace (43-60 power, 6 apr) voratun mace (43-60 power, 6 apr)3.0 Encumbrance T5 mace 1H weapon [Normal] Weapon Damage 43.0 - 60.2 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% Blunt and deadly. |
enhanced voratun waraxe of massacre (56-79 power, 6 apr) enhanced voratun waraxe of massacre (56-79 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Ego+] Nature/Master Weapon Damage 56.5 - 79.1 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% While equipped: Stats +12 Str +13 Dex +13 Mag +12 Wil +13 Cun +13 Con One-handed war axes. |
flaming voratun waraxe of rage (40-55 power, 6 apr) flaming voratun waraxe of rage (40-55 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Ego+] Arcane/Master Weapon Damage 39.5 - 55.3 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-Hit, radius 1 +19 fire While equipped: Stats +10 Str offense ------ Damage +14% physical Accuracy +25 (+7 eff.) One-handed war axes. |
voratun waraxe of evisceration (40-55 power, 6 apr) voratun waraxe of evisceration (40-55 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Ego+] Master Weapon Damage 39.5 - 55.3 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On Critical: * Wound the target dealing 331 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +15.0% Physical Power +15 (+3 eff.) One-handed war axes. |
deadly pouch of voratun shots of vileness (20/20, 68-82 power, 6 apr) deadly pouch of voratun shots of vileness (20/20, 68-82 power, 6 apr)3.0 Encumbrance T5 shot ammo [Ego] Arcane/Master Weapon Damage 68.0 - 81.6 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +7.0% Capacity 20 On-ranged-hit +16 blight On Hit: * 24% chance to reduce strength, dexterity, and constitution by 26 Shots are used with slings to pummel your foes to death. |
voratun shield of the stars (0 def, 10 armour, 194 block) voratun shield of the stars (0 def, 10 armour, 194 block)7.0 Encumbrance T5 shield armor Reqs - Shield usage training [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +11 Cun +11 Mag offense ------ Damage +15% light +20% darkness defense ------ Armor +10 Fatigue +8% Resistance +19% light +17% darkness other ------- Talents +1 Block Handheld deflection devices. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil offense ------ Spellpower +23 (+8 eff.) Damage +20% temporal +20% physical Ignore resists +20% temporal +20% physical When Hit 20 physical 10 temporal defense ------ Armor +3 Defense +9 (+2 eff.) Resistance +10% temporal +10% physical +13% all Temporal Reprieve: Effective talent level: 1.0 Power cost 43 out of 50/50. Range melee/personal Fixed Cooldown: 40 Travel.spd instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
Glitterstake the elven-silk robe (5 def, 5 armour) Glitterstake the elven-silk robe (5 def, 5 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Nature/Master/Psionic While equipped: Stats +1 Str offense ------ Damage +25% nature Ignore Armor +3 When Hit 6 light defense ------ Armor +5 Defense +5 (+1 eff.) Resistance +9% light +6% temporal +20% darkness +20% mind +6% blight +6% fire +37% nature +15% all Physical save +49 (+10 eff.) Spell save +20 (+6 eff.) Mind save +40 (+10 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
ancient elven-silk robe of alchemy (0 def, 0 armour) ancient elven-silk robe of alchemy (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego++] Arcane While equipped: Stats +9 Mag offense ------ Damage +25% acid +44% physical +24% cold +28% temporal +24% fire Ignore resists +12% temporal +15% physical defense ------ Resistance +19% acid +19% physical +20% fire +20% cold +15% all Anomaly Control +16 other ------- Cooldown Refit Golem -5 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
marauder's drakeskin leather armour of spell shielding (30 def, 8 armour) marauder's drakeskin leather armour of spell shielding (30 def, 8 armour)9.0 Encumbrance T5 light armor [Ego+] Arcane/Master While equipped: Stats +9 Str +10 Dex defense ------ Armor +8 Defense +30 (+6 eff.) Fatigue +8% Resistance +8% arcane Physical save +15 (+3 eff.) Spell save +21 (+6 eff.) A suit of armour made of leather. |
searing drakeskin leather armour of spell shielding (20 def, 8 armour) searing drakeskin leather armour of spell shielding (20 def, 8 armour)9.0 Encumbrance T5 light armor [Ego+] Arcane While equipped: offense ------ On-Hit 23 acid 21 fire When Hit 15 acid 14 fire defense ------ Armor +8 Defense +20 (+4 eff.) Fatigue +8% Resistance +18% acid +26% fire +10% arcane Spell save +25 (+7 eff.) A suit of armour made of leather. |
Poluth the Dusktreason (0 def, 23 armour) Poluth the Dusktreason (0 def, 23 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Str +6 Mag +6 Wil offense ------ Physical Crit +9.0% Spell Crit +5% Mind Crit +5% Physical Power +25 (+5 eff.) Spellpower +16 (+6 eff.) Mindpower +20 (+6 eff.) Damage +6% blight +12% darkness defense ------ Armor +23 Fatigue +16% Resistance +7% mind +15% lightning Physical save +12 (+3 eff.) Mind save +16 (+4 eff.) other ------- Mana/turn +0.16 Max mana +20.00 A suit of armour made of metal plates. |
Xylethra (2 def, 0 armour) Xylethra (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Nature/Psionic While equipped: Stats +4 Cun +5 Wil offense ------ Mind Crit +5% Critical power +20.00% Accuracy +24 (+6 eff.) defense ------ Defense +2 (+0 eff.) Fatigue -6% Life +101.00 other ------- Max stamina +17.00 Max hate +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
undeterred pair of drakeskin leather boots of void walking (0 def, 5 armour) undeterred pair of drakeskin leather boots of void walking (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Ego++] Arcane While equipped: offense ------ Ignore resists +20% darkness +20% temporal defense ------ Armor +5 Resistance +30% darkness +30% temporal Silence Resist +46% Confus Resist +50% Stun Resist +43% Out-of-Phase Defense +30 Out-of-Phase Resistance +20% Out-of-Phase Resilience +30% A pair of boots made of leather. |
Bregedehad the pair of voratun boots (15 def, 19 armour) Bregedehad the pair of voratun boots (15 def, 19 armour)3.0 Encumbrance T5 feet armor [Rare] Nature While equipped: offense ------ Mind Crit +5% Damage +15% physical Ignore Armor +5 defense ------ Armor +19 Defense +15 (+3 eff.) Fatigue +4% Life Regen +8.00 Healmod +20% other ------- Stamina/turn +3.51 Psi when Hit +0.16 Light +3 See Invisibility +15 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
blood-soaked pair of voratun boots of phasing (0 def, 5 armour) blood-soaked pair of voratun boots of phasing (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego++] Arcane/Master While equipped: Stats +4 Mag +4 Wil offense ------ Physical Crit +6.0% Physical Power +6 (+1 eff.) Ignore Armor +11 defense ------ Armor +5 Fatigue +4% Blink to a nearby random location (rad 15) Puts all charms on 22 turn cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots of spellbinding (0 def, 5 armour) pair of voratun boots of spellbinding (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego+] Arcane While equipped: Stats +5 Mag defense ------ Armor +5 Fatigue +4% other ------- Spell cooldown 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour) Stone Gauntlets of Harkor'Zun (0 def, 7 armour)7.0 Encumbrance T3 hands armor [Unique] Arcane While equipped: offense ------ Damage +10% acid +5% physical Ignore resists +15% acid +15% physical defense ------ Armor +7 Fatigue +10% Resistance +20% acid +10% physical Max Resistance +10% acid +5% physical other ------- Cooldown Clinch -2 Unarmed combat: Weapon Damage 27.0 - 37.8 Physical Uses 60% Str, 30% Cun, 30% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +5.0% Attack Speed 100% On-hit +10 acid On Hit: 10% Corrosive Mist level 1 On Hit: 20% Earthen Missiles level 3 Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
prismatic drakeskin leather cap of the depths (0 def, 5 armour) prismatic drakeskin leather cap of the depths (0 def, 5 armour)2.0 Encumbrance T5 head armor [Ego] Nature While equipped: defense ------ Armor +5 Fatigue +5% Resistance +20% cold +18% light +20% darkness other ------- Breathe water A cap made of leather. |
thaloren voratun helm (0 def, 5 armour) thaloren voratun helm (0 def, 5 armour)3.0 Encumbrance T5 head armor [Ego+] Master While equipped: Stats +9 Wil defense ------ Armor +5 Fatigue +5% Resistance +15% blight Mind save +14 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Boltguile' (20 def, 14 armour) voratun helm 'Boltguile' (20 def, 14 armour)3.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +12 Cun +3 Dex offense ------ Damage +27% mind Accuracy +12 (+3 eff.) When Hit: * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +14 Defense +20 (+4 eff.) Fatigue +5% Resistance +12% acid +21% lightning +12% cold +15% fire +7% all Physical save +15 (+3 eff.) other ------- Hate-on-crit +5.00 Max hate +4.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Emeletira' (0 def, 5 armour) voratun helm 'Emeletira' (0 def, 5 armour)3.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats +7 Str +7 Dex defense ------ Armor +5 Fatigue +5% Resistance +7% arcane +27% cold Crit Resistance 20.40% Physical save +25 (+5 eff.) Mind save +15 (+4 eff.) Unlife -80.00 life Life Regen +5.44 Disease Resist +27% Cut Resist +27% Knockbk Resist +27% other ------- Max stamina +40.80 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 agate 5 agate0.0 Encumbrance 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. |
9 spinel 9 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ametrine 8 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine 8 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon 9 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 aquamarine 6 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal 7 opal0.0 Encumbrance 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 topaz 5 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 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. |
5 amethyst 5 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 onyx 4 onyx0.0 Encumbrance 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. |
3 lapis lazuli 3 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 emerald 7 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 garnet 7 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz 2 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 sapphire 4 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 turquoise 3 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ruby 4 ruby0.0 Encumbrance 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. |
amber amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 bloodstone 6 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 fire opal 6 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 diamond 5 diamond0.0 Encumbrance 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. |
8 moonstone 8 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+2 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+2 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 pearl 5 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Pearl of Life and Death Pearl of Life and Death2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Crystal Heart Crystal Heart0.0 Encumbrance T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resistance +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. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Runed Skull Runed Skull3.0 Encumbrance T5 red gem [Unique] Arcane While carried: Spellpower +7 (+3 eff.) When Hit 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
Burning Star Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 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. |
Crystal Focus Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Petrified Wood Petrified Wood0.0 Encumbrance T4 red gem [Unique] Nature While equipped: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Item imbue powers: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
935 alchemist agate 935 alchemist agate0.0 Encumbrance 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. |
39 alchemist bloodstone 39 alchemist bloodstone0.0 Encumbrance 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. |
nightwalker's alchemist's lamp nightwalker's alchemist's lamp1.0 Encumbrance T3 lite [Ego+] Nature While equipped: Stats +5 Wil offense ------ Physical Crit +4.0% Critical power +13.00% Physical Power +6 (+1 eff.) other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Rungof's Fang Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Gulerig (dig speed 38 turns) Gulerig (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str +3 Mag +2 Cun defense ------ Fatigue -5% Crit Resistance 5.00% other ------- EQ when Hit +0.04 Max psi +10.00 Light +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Layakira the Glinttouch (dig speed 36 turns) Layakira the Glinttouch (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str +2 Con offense ------ Physical Crit +4.0% Physical Power +5 (+1 eff.) Damage +6% nature Accuracy +10 (+3 eff.) defense ------ Resistance +11% nature Unlife -40.00 life other ------- Light +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Poruselle the Gleambright (dig speed 38 turns) Poruselle the Gleambright (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Str offense ------ Damage +3% light Ignore resists +5% acid On-Hit (Melee): * 20% chance to slow global speed by 57% defense ------ Fatigue -5% other ------- Light +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe of deeplife (dig speed 18 turns) voratun pickaxe of deeplife (dig speed 18 turns)3.0 Encumbrance T5 digger tool [Ego+] Nature While equipped: Stats +3 Str defense ------ Resistance +13% darkness Affinity +15% darkness other ------- Infravision +9 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Demonic Orb of Many Ways Demonic Orb of Many Ways1.0 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance 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. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
steel torque of gale force 'Duskrage' [power 175] (13 cooldown) steel torque of gale force 'Duskrage' [power 175] (13 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +11 Dex +2 Con offense ------ Damage +12% darkness other ------- Infravision +2 See Invisibility +18 Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 310 physical damage Puts all charms on 13 turn cooldown 100% to reduce fatigue by 30% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Tokalthobar [power 4] (22 cooldown) Tokalthobar [power 4] (22 cooldown)2.0 Encumbrance T4 torque charm [Rare] Psionic While equipped: Stats +6 Str offense ------ Damage +30% physical Ignore resists +15% acid Accuracy +25 (+7 eff.) When Hit 10 physical defense ------ Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 22 turn cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
powerful voratun torque of psionic shield [power 173] (22 cooldown) powerful voratun torque of psionic shield [power 173] (22 cooldown)2.0 Encumbrance T5 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 173 for 5 turns Puts all charms on 22 turn cooldown 100% to increase all damage by 29% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
dragonbone totem of summon tentacle 'Xurikira' [power 455] (22 cooldown) dragonbone totem of summon tentacle 'Xurikira' [power 455] (22 cooldown)2.0 Encumbrance T5 totem charm [Random Unique] Nature While equipped: defense ------ Defense +30 (+6 eff.) Resistance +12% acid +6% blight Life Regen +5.41 Poison Resist +20% Stun Resist +27% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Summon a resilient tentacle up to 5 spaces away for 13 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1310 Base Damage: 544 Armor: 39 All Resist: 39 Puts all charms on 22 turn cooldown 100% to heal for 99. 100% to gain a 35% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
extending dragonbone totem of summon tentacle [power 470] (22 cooldown) extending dragonbone totem of summon tentacle [power 470] (22 cooldown)2.0 Encumbrance T5 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 12 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1340 Base Damage: 551 Armor: 50 All Resist: 50 Puts all charms on 22 turn cooldown 100% to increase the duration of 3 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
warded dragonbone wand of lightning storm [power 518] (13 cooldown) warded dragonbone wand of lightning storm [power 518] (13 cooldown)2.0 Encumbrance T5 wand charm [Ego+] Arcane While equipped: other ------- Wards +6 acid +6 cold +6 arcane +6 light Talents +1 Ward Create a radius 3 storm for 5 turns. Each turn, creatures within take 133 lightning damage and will be dazed for 1 turn (668 total damage) Puts all charms on 13 turn 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.
In a selfless act, High Sun Paladin Aeryn sacrificed herself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit 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 ONE HUNDRED PUNCH MAN the Cornac Brawler level 37
9th Mirth 123rd year of Ascendancy at 19:04 see stats
By ONE HUNDRED PUNCH MAN the Cornac Brawler level 37
8th Mirth 123rd year of Ascendancy at 01:48 see stats
By ONE HUNDRED PUNCH MAN the Cornac Brawler level 46
1st Time of Equilibrium 123rd year of Ascendancy at 15:13 see stats
By ONE HUNDRED PUNCH MAN the Cornac Brawler level 40
1st Dusk 123rd year of Ascendancy at 15:51 see stats
By ONE HUNDRED PUNCH MAN the Cornac Brawler level 9
4th Flare 122nd year of Ascendancy at 20:29 see stats
By ONE HUNDRED PUNCH MAN the Cornac Brawler level 39
7th Flare 123rd year of Ascendancy at 10:25 see stats
By ONE HUNDRED PUNCH MAN the Cornac Brawler level 33
69th Pyre 123rd year of Ascendancy at 00:32 see stats
By ONE HUNDRED PUNCH MAN the Cornac Brawler level 24
44th Regrowth 123rd year of Ascendancy at 02:38 see stats
By ONE HUNDRED PUNCH MAN the Cornac Brawler level 31
9th Pyre 123rd year of Ascendancy at 22:48 see stats
By ONE HUNDRED PUNCH MAN the Cornac Brawler level 40
6th Dusk 123rd year of Ascendancy at 10:02 see stats
By ONE HUNDRED PUNCH MAN the Cornac Brawler level 50
77th Haze 123rd year of Ascendancy at 00:26 see stats
By ONE HUNDRED PUNCH MAN the Cornac Brawler level 32
22nd Pyre 123rd year of Ascendancy at 17:35 see stats
By ONE HUNDRED PUNCH MAN the Cornac Brawler level 10
53rd Dusk 122nd year of Ascendancy at 03:39 see stats
By ONE HUNDRED PUNCH MAN the Cornac Brawler level 20
51st Haze 122nd year of Ascendancy at 01:13 see stats
By ONE HUNDRED PUNCH MAN the Cornac Brawler level 30
72nd Regrowth 123rd year of Ascendancy at 09:59 see stats
By ONE HUNDRED PUNCH MAN the Cornac Brawler level 40
7th Flare 123rd year of Ascendancy at 15:38 see stats
By ONE HUNDRED PUNCH MAN the Cornac Brawler level 50
20th Haze 123rd year of Ascendancy at 18:24 see stats
By ONE HUNDRED PUNCH MAN the Cornac Brawler level 50
38th Haze 123rd year of Ascendancy at 07:43 see stats
By ONE HUNDRED PUNCH MAN the Cornac Brawler level 50
24th Haze 123rd year of Ascendancy at 01:49 see stats
By ONE HUNDRED PUNCH MAN the Cornac Brawler level 22
64th Haze 122nd year of Ascendancy at 22:49 see stats
By ONE HUNDRED PUNCH MAN the Cornac Brawler level 25
44th Regrowth 123rd year of Ascendancy at 13:59 see stats
By ONE HUNDRED PUNCH MAN the Cornac Brawler level 17
26th Haze 122nd year of Ascendancy at 10:42 see stats
By ONE HUNDRED PUNCH MAN the Cornac Brawler level 39
7th Flare 123rd year of Ascendancy at 15:33 see stats
By ONE HUNDRED PUNCH MAN the Cornac Brawler level 50
4th Decay 123rd year of Ascendancy at 21:45 see stats
By ONE HUNDRED PUNCH MAN the Cornac Brawler level 8
2nd Mirth 122nd year of Ascendancy at 22:14 see stats
By ONE HUNDRED PUNCH MAN the Cornac Brawler level 50
4th Decay 123rd year of Ascendancy at 21:46 see stats
By ONE HUNDRED PUNCH MAN the Cornac Brawler level 23
4th Allure 123rd year of Ascendancy at 22:48 see stats
By ONE HUNDRED PUNCH MAN the Cornac Brawler level 45
75th Dusk 123rd year of Ascendancy at 01:28 see stats
By ONE HUNDRED PUNCH MAN the Cornac Brawler level 18
32nd Haze 122nd year of Ascendancy at 03:39 see stats
By ONE HUNDRED PUNCH MAN the Cornac Brawler level 24
42nd Regrowth 123rd year of Ascendancy at 08:25 see stats
By ONE HUNDRED PUNCH MAN the Cornac Brawler level 41
24th Dusk 123rd year of Ascendancy at 13:05 see stats
By ONE HUNDRED PUNCH MAN the Cornac Brawler level 22
3rd Allure 123rd year of Ascendancy at 10:38 see stats
By ONE HUNDRED PUNCH MAN the Cornac Brawler level 17
26th Haze 122nd year of Ascendancy at 08:01 see stats
By ONE HUNDRED PUNCH MAN the Cornac Brawler level 36
6th Mirth 123rd year of Ascendancy at 07:38 see stats
Log
Ran for 6 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 16 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 8 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: at portal).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 38 turns (stop reason: at portal).
The rod emits a strange noise, glows briefly and returns to normal.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).