Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 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:
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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Roguelike |
Sex | Male |
Race | Doomelf |
Class | Paradox Mage |
Level / Exp | 50 / 1896% |
Size | medium |
Lifes / Deaths | Killed by Nerariamira the skeleton warrior at level 31 on the 8th Decay 122nd year of Ascendancy at 19:10 / 2Killed by Chr001ro at level 50 on the 3rd Allure 124th year of Ascendancy at 22:39 |
Primary Stats
Strength | 12 (base 7) |
Dexterity | 22 (base 15) |
Constitution | 64 (base 47) |
Magic | 108 (base 60) |
Willpower | 96 (base 60) |
Cunning | 74 (base 53) |
Resources
Life | 1030/1196 |
Mana | 0/1067 |
Paradox | 518 |
Healing Factor | 1.6193965053824 |
Regeneration | 11.740624664023 |
Speed
Mental | -3.8702374638433E-11% |
Attack | -3.8702374638433E-11% |
Movement | +3.9968028886506E-12% |
Spell | +14.99999999997% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 64.734942931501 |
See Invisible | 85.734942931501 |
Offense: Mainhand
Damage | 42 |
Accuracy | 26 |
Crit Chance | 39% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 73 |
Crit Chance | 65% |
Speed | 0.86956521739153 |
Offense: Mind
Mindpower | 52 |
Crit Chance | 37% |
Speed | 1.0000000000004 |
Offense: Damage Bonus
Blight | +9% |
Arcane | +25% |
Cold | +6% |
All | 0% |
Darkness | +23% |
Light | +18% |
Temporal | +113% |
Physical | +50% |
Mind | +3% |
Nature | +21% |
Offense: Damage Penetration
Darkness | +10% |
Acid | +15% |
Temporal | +76% |
Nature | +5% |
Physical | +11% |
Cold | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 18 (35.65183292883%) |
Defense | 53 |
Ranged Defense | 53 |
Fatigue | 0 |
Physical Save | 64 |
Spell Save | 64 |
Mental Save | 70 |
Defense: Resistances
Acid | + 64%( 70%) |
Blight | + 52%( 70%) |
Arcane | + 41%( 70%) |
Cold | + 70%( 70%) |
All | + 34%( 70%) |
Physical | + 61%( 70%) |
Lightning | + 61%( 70%) |
Light | + 52%( 70%) |
Temporal | + 62%( 80%) |
Mind | + 42%( 70%) |
Darkness | + 59%( 70%) |
Fire | + 70%( 70%) |
Nature | + 52%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Confusion Resistance | 100% |
Poison Resistance | 0% |
Blind Resistance | 49% |
Silence Resistance | 100% |
Bleed Resistance | 0% |
Teleport Resistance | 100% |
Disarm Resistance | 50% |
Pinning Resistance | 39% |
Instadeath Resistance | 100% |
Knockback Resistance | 44% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (87% 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: WildUse mode: Activated Range: melee/personal Cooldown: 15 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 31% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 565 damage for 5 turns. Its effects scale with your Willpower stat. |
Class Talents
Chronomancy / Spellbinding | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Chronomancy / Gravity | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Stasis | 1.40 |
| 2/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Chronomancy / Timetravel | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Chronomancy / Flux | 1.40 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Chronomancy / Matter | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Chronomancy / Chronomancy | 1.40 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 1/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Chronomancy / Energy | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Chronomancy / Fate Weaving | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the injured seer from death by mountain troll thunderer. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the injured seer from death by Eilineridhewyn the skeleton magus. Escort: injured seer (level 6 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Heart of the Gloom. Escort: temporal explorer (level 1 of Heart of the Gloom)As a reward you improved Willpower by +5. | 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. | active |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 |
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. | 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 the fox without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
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 too late. The place has been drained of its power and the sorcerers have left. 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 within | active |
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 | Unlightstar (0 def, 5 armour) Unlightstar (0 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Effects on melee hit: * 20% chance to reduce damage dealt by 26% Changes stats: +6 Wil / +10 Cun / +3 Con Changes resistances: +15% darkness Changes damage: +3% darkness Physical save: +32 (+8 eff.) Spell save: +14 (+3 eff.) Mental save: +35 (+9 eff.) Silence immunity: +37% Confusion immunity: +40% Stun/Freeze immunity: +50% A pair of boots made of leather. |
Light source | dwarven lantern 'Glaciermaster' dwarven lantern 'Glaciermaster'Infused by nature 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 2 blight Changes stats: +5 Con Changes resistances: +12% blight / +3% cold Changes resistances penetration: +15% acid Changes damage: +9% blight Physical save: +13 (+3 eff.) Life regen: +7.00 Maximum life: +68.00 Maximum mana: +100.00 Light radius: +5 Healing mod.: +27% Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | drakeskin leather cap 'Scorpionblack' (7 def, 13 armour) drakeskin leather cap 'Scorpionblack' (7 def, 13 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Armour: +13 Defense: +7 (+2 eff.) Fatigue: +5% Effects on melee hit: * 20% chance to reduce all saves and defense by 32 Changes stats: +15 Lck Changes resistances: +13% cold / +12% fire / +3% nature / +7% all Changes resistances penetration: +5% nature / +5% cold Changes damage: +21% nature / +3% mind Physical save: +14 (+3 eff.) Spell crit. chance: +6% Mental crit. chance: +5% A cap made of leather. |
Tool | dragonbone totem of summon tentacle 'Glintpride' [power 445] (25 cooldown) dragonbone totem of summon tentacle 'Glintpride' [power 445] (25 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes resistances: +12% light Changes damage: +9% temporal / +18% light / +12% darkness Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% It can be used to 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: 1290 Base Damage: 539 Armor: 50 All Resist: 50 Activation puts all charms on cooldown for 25 turns. When used: * Heal for 94. * Gain a 40% chance to evade weapon attacks for 2 turns. * Reduce fatigue by 51% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
On fingers | Tidewing TidewingPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 59% Damage when hit (Melee): 6 cold Changes resistances: +30% acid / +27% cold / +30% fire / +9% nature / +26% lightning Changes resistances penetration: +15% cold Changes damage: +6% cold Blindness immunity: +49% Disarm immunity: +50% Pinning immunity: +39% Knockback immunity: +44% Maximum life: +50.00 Infravision radius: +5 See stealth: +25 See invisible: +23 Rings make your fingers look great! |
Around waist | Girdle of Preservation Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+4 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
In main hand | Rod of Sarrilon (136% power, 4 apr, temporal element) Rod of Sarrilon (136% power, 4 apr, temporal element)Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Temporal Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+10 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
On hands | Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% When used to modify unarmed attacks: Power: 109% Range: 1.1x Uses stats: 40% Str, 40% Dex, 20% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 100% When this weapon hits: Dust to Dust (15% chance level 1). When this weapon hits: Mind Blast (10% chance level 1). When this weapon hits: Turn Back the Clock (10% chance level 1). Damage conversion: 100% temporal darkness Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Main armor | Lisalrata the elven-silk robe (0 def, 0 armour) Lisalrata the elven-silk robe (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +1 Str / +17 Mag / +5 Wil / +3 Con Changes resistances: +30% physical / +12% mind / +15% all Changes resistances penetration: +11% physical / +36% temporal Changes damage: +46% temporal / +25% arcane / +50% physical Maximum mana: +93.00 Spellpower: +8 (+2 eff.) Spell crit. chance: +5% See invisible: +3 Reduces paradox anomalies(equivalent to willpower): +16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Threads of Fate (10 def, 0 armour) Threads of Fate (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Mag / +6 Wil / +10 Lck Changes resistances: +20% temporal Changes resistances cap: +10% temporal Changes damage: +10% temporal Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Chronomancy / Chronomancy +0.10 Spell / Divination Physical save: +20 (+5 eff.) Spell save: +20 (+5 eff.) Mental save: +20 (+5 eff.) Confusion immunity: +40% Spellpower: +8 (+2 eff.) It can be used to activate talent See the Threads (costing 50 power out of 50/50) : Effective talent level: 1.4 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 6 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. |
Around neck | Vox VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
Inventory
Primal Infusion (affinity 20%; reduction 3; dur 4; cd 18) Primal Infusion (affinity 20%; reduction 3; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 20% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
This item will automatically be transmogrified when you leave the level. heroism infusion (die at -391; dur 10; cd 25)heroism infusion (die at -391; dur 10; cd 25) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: 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 -391 life. The duration and life will increase by 1% for every 1% life you have lost (currently 445 life, 11 duration) If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 807%; cd 15) movement infusion of the psychic (speed 807%; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 807% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 190; 16 cd) regeneration infusion (heal 190; 16 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 190 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 30%; physical; dur 2; cd 15) wild infusion of the titan (res 30%; physical; dur 2; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 30% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 18%; physical; dur 2; cd 16) wild infusion of the warrior (res 18%; physical; dur 2; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 18% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; temporal, light, blight, fire, nature, physical) Prismatic Rune (6 turns; temporal, light, blight, fire, nature, physical)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 temporal, 4 light, 3 blight, 4 fire, 3 nature, 2 physical It can be used to 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 291; dur 4; cd 14) shielding rune of the titan (absorb 291; dur 4; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 291 damage for 4 turns. Its effects scale with your Constitution stat. It can be used to 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 Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Brightresolve the steel amulet Brightresolve the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 8 temporal Changes resistances: +17% lightning / +6% fire / +6% acid Changes resistances penetration: +25% temporal Changes damage: +6% temporal Stun/Freeze immunity: +30% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Amulets make your neck look great! |
Getegen the Raintreason Getegen the RaintreasonPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +10 (+3 eff.) Damage when hit (Melee): 2 cold Changes stats: +6 Con / +6 Mag Changes resistances: +12% cold Changes resistances cap: +5% all Changes resistances penetration: +20% cold Changes damage: +7% acid / +7% fire / +16% cold / +7% lightning Physical save: +42 (+10 eff.) Life regen: +11.00 Maximum life: +71.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +5% Amulets make your neck look great! |
The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
This item will automatically be transmogrified when you leave the level. savior's voratun amulet of perfection (0.40 Cunning / Survival,0.40 Chronomancy / Timetravel)savior's voratun amulet of perfection (0.40 Cunning / Survival,0.40 Chronomancy / Timetravel) Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Talent masteries: +0.40 Cunning / Survival +0.40 Chronomancy / Timetravel Physical save: +22 (+5 eff.) Spell save: +25 (+6 eff.) Mental save: +25 (+6 eff.) Amulets make your neck look great! |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Exiler ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 475.24 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 5 turn(s) Activation costs 32 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
This item will automatically be transmogrified when you leave the level. Glarecrack the voratun ringGlarecrack the voratun ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 14 acid Changes resistances: +41% acid / +24% light / +9% lightning Changes resistances penetration: +34% light / +15% arcane Changes damage: +12% lightning / +9% arcane Silence immunity: +37% Mana each turn: +0.40 Rings make your fingers look great! |
Growripper GrowripperCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +14 (+7 eff.) Effects on melee hit: * 20% chance to slow global speed by 59% Changes stats: +11 Dex / +3 Mag / +9 Cun / +6 Con Rings make your fingers look great! |
Layera the copper ring Layera the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Changes resistances penetration: +5% blight Changes damage: +6% blight Spell save: +9 (+2 eff.) Spellpower: +10 (+3 eff.) Rings make your fingers look great! |
Miduhell MiduhellCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances penetration: +15% mind Changes damage: +12% mind Stun/Freeze immunity: +24% Life regen: +3.00 Maximum hate: +10.00 Mental crit. chance: +3% Rings make your fingers look great! |
Sleetwither SleetwitherInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 nature Changes resistances: +15% lightning / +15% cold Changes damage: +6% lightning / +15% cold Life regen: +11.00 Maximum life: +52.00 Healing mod.: +12% Rings make your fingers look great! |
Splendoursaw SplendoursawCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 32 Changes resistances: +3% mind Changes resistances penetration: +5% fire Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +26% Maximum life: +20.00 Light radius: +2 Rings make your fingers look great! |
Venomstar VenomstarPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 nature Changes stats: +3 Cun / +3 Mag Changes resistances: +3% temporal Changes resistances penetration: +5% temporal Changes damage: +9% temporal Equilibrium when hit: +0.12 Spellpower: +6 (+2 eff.) Rings make your fingers look great! |
Void Orb Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+2 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+3 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 247.13 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Vorytha the Frigidarc Vorytha the FrigidarcPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 10 blight Changes resistances: +5% arcane Changes resistances penetration: +25% blight / +25% arcane Changes damage: +12% blight / +18% cold Silence immunity: +37% Mana each turn: +0.23 Rings make your fingers look great! |
Writhing Ring of the Hunter Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
This item will automatically be transmogrified when you leave the level. Borygadur the voratun battleaxe (168% power, 4 apr)Borygadur the voratun battleaxe (168% power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 168% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +17.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Armour penetration: +5 Physical crit. chance: +16.0% Defense: +35 (+10 eff.) Changes damage: +21% physical Silence immunity: +27% Stamina each turn: +4.08 Maximum stamina: +40.80 Healing mod.: +27% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. balanced voratun battleaxe of rage (170% power, 4 apr)balanced voratun battleaxe of rage (170% power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 170% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +53 (+22 eff.) Defense: +20 (+7 eff.) Changes stats: +14 Str Changes damage: +17% physical Disarm immunity: +70% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. stormbringer's stralite battleaxe (150% power, 3 apr)stormbringer's stralite battleaxe (150% power, 3 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 151% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (radius 2) on crit: +52 lightning / +52 cold When wielded/worn: Changes resistances penetration: +30% lightning / +26% cold Movement speed: +62% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. inquisitor's voratun dagger of massacre (164% power, 9 apr)inquisitor's voratun dagger of massacre (164% power, 9 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 164% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Deals 89 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. stralite greatsword of amnesia (160% power, 3 apr)stralite greatsword of amnesia (160% power, 3 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 160% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. blazebringer's voratun mace of erosion (154% power, 6 apr)blazebringer's voratun mace of erosion (154% power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 155% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +11 nature Damage (radius 2) on crit: +90 fire When wielded/worn: Changes resistances penetration: +24% fire Global speed: +11% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. dragonbone magestaff of the prodigy (136% power, 6 apr, arcane element)dragonbone magestaff of the prodigy (136% power, 6 apr, arcane element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +20 Mag / +20 Wil / +20 Cun Changes damage: +30% arcane Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +15 (+4 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. lifebinding elm starstaff (100% power, 2 apr, physical element)lifebinding elm starstaff (100% power, 2 apr, physical element) Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Con Changes damage: +10% physical Talent granted: +1 Command Staff Life regen: +0.80 Spellpower: +8 (+2 eff.) Spell crit. chance: +1% Healing mod.: +14% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Corpsebreak (150% power, 6 apr)Corpsebreak (150% power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 151% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +14 light / +16 nature Damage against: +30% Undead When wielded/worn: Changes stats: +3 Str Changes resistances: +27% lightning / +9% blight Changes resistances penetration: +20% nature Changes damage: +27% blight / +33% nature Critical mult.: +20.00% Reduces incoming crit damage: 20.00% Spellpower on spell critical (stacks up to 3 times): +6 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. acidic iron waraxe of amnesia (103% power, 2 apr)acidic iron waraxe of amnesia (103% power, 2 apr) Requires: - Strength 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 104% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) On weapon crit: * Splash the target with acid dealing 196 damage over 5 turns and reducing armor and accuracy by 25 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. caustic stralite waraxe of enduring (140% power, 5 apr)caustic stralite waraxe of enduring (140% power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 141% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (radius 2) on crit: +37 acid / +33 nature When wielded/worn: Armour penetration: +12 Changes stats: +13 Con / +13 Wil Changes resistances penetration: +21% acid / +16% nature Maximum life: +58.00 One-handed war axes. |
Voruriawen the Tundraobeisance Voruriawen the TundraobeisanceInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +2 Physical crit. chance: +2.0% Physical power: +10 (+9 eff.) Armour: +12 Damage when hit (Melee): 6 cold Changes stats: +12 Wil / +7 Cun / +2 Con Changes resistances: +9% acid / +9% fire / +8% lightning / +9% cold Damage against: +32% Summoned Reduced damage from: +36% Summoned Mental save: +11 (+3 eff.) Maximum life: +87.00 A belt that goes around your waist. |
Ethereal Embrace (10 def, 0 armour) Ethereal Embrace (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 28 power out of 28/28) : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 139.96 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Glowvagrant the cashmere cloak (2 def, 0 armour) Glowvagrant the cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +17 (+9 eff.) Defense: +2 (+1 eff.) Fatigue: -4% Changes resistances: +3% cold / +5% arcane / +6% mind Equilibrium when hit: +0.04 Maximum life: +49.00 Maximum stamina: +18.00 Light radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Chillkill' (3 def, 13 armour) elven-silk cloak 'Chillkill' (3 def, 13 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +3 (+1 eff.) Effects on melee hit: * 21% chance to reduce all saves and defense by 32 Damage when hit (Melee): 11 blight / 11 cold / 10 arcane Changes resistances: +21% blight / +30% cold / +16% mind Changes resistances penetration: +15% arcane A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of Iron Throne (2 def, 0 armour) spellcowled cashmere cloak of Iron Throne (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Str / +1 Mag / +3 Wil / +2 Con Spell save: +8 (+2 eff.) Maximum mana: +61.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hatharegorim the elven-silk robe (0 def, 0 armour) Hatharegorim the elven-silk robe (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +30 (+19 eff.) Changes stats: +2 Str / +10 Mag Changes resistances: +30% physical / +25% temporal / +15% all Changes resistances penetration: +11% physical / +10% temporal Changes damage: +55% temporal / +62% physical Stamina each turn: +2.00 Reduces paradox anomalies(equivalent to willpower): +15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+3 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical / +13% all Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+6 eff.) It can be used to activate talent Temporal Reprieve (costing 50 power out of 50/50) : Effective talent level: 1.3 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 2 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. |
This item will automatically be transmogrified when you leave the level. woollen robe of life (0 def, 0 armour)woollen robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +11% blight / +9% all Life regen: +2.60 Maximum life: +57.00 Healing mod.: +18% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Tidetrail (0 def, 5 armour)Tidetrail (0 def, 5 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Damage when hit (Melee): 12 mind Changes stats: +4 Mag / +12 Wil Changes resistances: +12% cold Changes resistances penetration: +30% light Changes damage: +12% mind / +12% cold Psi when hit: +0.24 Maximum psi: +30.00 Mindpower: +30 (+9 eff.) It can be used to blink to a nearby random location (rad 14) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. wanderer's pair of voratun boots of invasion (0 def, 5 armour)wanderer's pair of voratun boots of invasion (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+6 eff.) Armour: +5 Fatigue: +4% Changes stats: +6 Cun / +5 Con Changes resistances penetration: +11% physical Physical save: +25 (+6 eff.) Mental save: +24 (+6 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Anirim (3 def, 0 armour) Anirim (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +6% arcane / +12% temporal Changes damage: +12% mind / +9% temporal Mental save: +6 (+1 eff.) Cut immunity: +20% Life regen: +15.70 Damage Shield Power: +42% A pointy cloth hat, very wizardly... |
Bokedurin (7 def, 12 armour) Bokedurin (7 def, 12 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +8 Armour: +12 Defense: +7 (+2 eff.) Fatigue: +5% Changes stats: +5 Cun / +5 Dex Changes resistances: +24% nature / +6% all Changes resistances penetration: +10% mind / +20% physical Physical save: +9 (+2 eff.) Spell save: +10 (+2 eff.) Only die when reaching: -60.00 life Maximum life: +87.00 Healing mod.: +20% A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Bokohir the elven-silk wizard hat (3 def, 0 armour)Bokohir the elven-silk wizard hat (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 14 blight Changes resistances: +7% arcane Changes damage: +33% arcane Critical mult.: +27.20% Poison immunity: +27% Stun/Freeze immunity: +27% Life regen: +5.44 Psi each turn: +0.31 Mindpower: +3 (+1 eff.) Mental crit. chance: +6% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% A pointy cloth hat, very wizardly... |
Un'fezan's Cap (1 def, 0 armour) Un'fezan's Cap (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+2 eff.) Mindpower: +8 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 15 power out of 15/15) : Effective talent level: 1.3 Power cost: 15 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 7 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
Unrarodunatir (3 def, 0 armour) Unrarodunatir (3 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +10 (+5 eff.) Physical power: +5 (+5 eff.) Defense: +3 (+1 eff.) Changes resistances: +3% light / +30% nature Changes resistances penetration: +25% physical Changes damage: +15% physical / +12% darkness / +7% light / +14% nature / +10% temporal Mental save: +3 (+1 eff.) Infravision radius: +8 See stealth: +18 See invisible: +18 Activating this item is instant. It can be used to activate talent Circle of Warding, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 65% and attempts to push all creatures other than yourself out of its radius, inflicting 15.27 light damage and 15.91 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. drakeskin leather cap of the bounder (0 def, 5 armour)drakeskin leather cap of the bounder (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +9 Str / +9 Dex It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 52.7 Physical damage. If the attack hits, the target is confused (31% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
elven-silk wizard hat 'Lightningblood' (3 def, 0 armour) elven-silk wizard hat 'Lightningblood' (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +2 Con Changes resistances: +21% lightning / +7% temporal / +7% light / +7% fire / +6% nature / +8% acid / +7% blight / +8% cold / +7% darkness Changes resistances penetration: +15% blight Changes damage: +12% temporal / +13% light / +8% physical / +18% arcane / +14% darkness Mana each turn: +0.35 Spellpower: +5 (+2 eff.) Spell crit. chance: +8% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. cleansing voratun mail armour of natural resilience (5 def, 10 armour)cleansing voratun mail armour of natural resilience (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +12% Changes resistances: +37% nature / +40% blight Reduced damage from: +15% Unnatural A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. impenetrable dwarven-steel mail armour of thunder (3 def, 22 armour)impenetrable dwarven-steel mail armour of thunder (3 def, 22 armour) Requires: - Heavy armour training - Strength 28 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Physical power: +19 (+13 eff.) Armour: +22 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +8 Str / +8 Mag / +8 Wil Changes resistances: +13% lightning Spellpower: +16 (+4 eff.) Spell crit. chance: +8% Mindpower: +18 (+6 eff.) Mental crit. chance: +7% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. searing stralite mail armour of command (17 def, 17 armour)searing stralite mail armour of command (17 def, 17 armour) Requires: - Heavy armour training - Strength 38 Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +17 Defense: +17 (+6 eff.) Fatigue: +12% Damage (Melee): 19 acid / 20 fire Damage when hit (Melee): 12 acid / 12 fire Changes stats: +5 Cun Changes resistances: +23% acid / +19% fire Mental save: +22 (+5 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. steel mail armour of thunder (2 def, 6 armour)steel mail armour of thunder (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Physical crit. chance: +7.0% Physical power: +16 (+12 eff.) Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +6 Str / +6 Mag / +6 Wil Changes resistances: +14% lightning Spellpower: +16 (+4 eff.) Spell crit. chance: +7% Mindpower: +16 (+5 eff.) Mental crit. chance: +7% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. fortifying voratun plate armour of the dragon (0 def, 16 armour)fortifying voratun plate armour of the dragon (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +6 Str / +7 Con Changes resistances: +14% acid / +15% physical / +15% cold / +15% lightning / +15% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +40% Stun/Freeze immunity: +40% Knockback immunity: +40% Maximum life: +90.00 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. rejuvenating voratun plate armour of cold resistance (0 def, 16 armour)rejuvenating voratun plate armour of cold resistance (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes resistances: +30% cold Life regen: +8.00 Stamina each turn: +2.50 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. Growrage (0 def, 10 armour, 179% power, 202 block)Growrage (0 def, 10 armour, 179% power, 202 block) Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 180% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +202 On weapon hit: * 20% chance to slow global speed by 59% Damage (radius 1) on hit: +20 fire When wielded/worn: Armour: +10 Fatigue: +8% Damage (Melee): 10 fire Damage when hit (Melee): 16 fire Changes stats: +6 Str / +3 Con Changes resistances: +18% temporal / +56% fire Talent granted: +1 Block Light radius: +2 Handheld deflection devices. |
4 agate 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
1443 alchemist agate 1443 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
5 onyx 5 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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 AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
5 aquamarine 5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
8 sapphire 8 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz 7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe 'Dawnquench' (dig speed 15 turns) dwarven-steel pickaxe 'Dawnquench' (dig speed 15 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +5 Physical power: +6 (+6 eff.) Fatigue: -6% Damage when hit (Melee): 4 light Changes stats: +5 Str Changes resistances: +10% nature / +6% temporal Changes damage: +6% nature Critical mult.: +12.00% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
4 emerald 4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 jade 8 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise 3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
46 alchemist bloodstone 46 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
9 bloodstone 9 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
12 fire opal 12 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 garnet 7 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 ruby 4 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes 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 (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. Tohad the Scorchsun (20/20, 176% power, 6 apr)Tohad the Scorchsun (20/20, 176% power, 6 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 176% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +21.0% Capacity: 20 On weapon hit: * 10% chance to reduce all saves and defense by 32 * 20% chance to create vines that bind the target to the ground dealing 207 nature damage and pinning them for 3 turns On weapon crit: * Wound the target dealing 16 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +16 fire / +20 mind / +25 nature Damage (radius 1) on hit: +12 fire Damage (radius 2) on crit: +16 fire Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. pouch of voratun shots 'Ichorstoker' (21/21, 162% power, 6 apr)pouch of voratun shots 'Ichorstoker' (21/21, 162% power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 163% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 21 When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 27% chance to reduce armor by 43% * 27% chance to slow global speed by 59% * 18% chance to reduce strength, dexterity, and constitution by 32 Damage (Ranged): +27 acid / +21 blight / +27 arcane Damage (radius 1) on hit: +27 acid Damage (radius 2) on crit: +27 arcane Shots are used with slings to pummel your foes to death. |
Strikewither [power 116] (15 cooldown) Strikewither [power 116] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Armour: +2 Damage when hit (Melee): 4 lightning Changes resistances: +12% lightning / +12% light / +6% cold / +5% arcane / +3% nature Confusion immunity: +20% Stun/Freeze immunity: +20% It can be used to sting an enemy dealing 140 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
ash totem of healing 'Sleetdredge' [power 200] (15 cooldown) ash totem of healing 'Sleetdredge' [power 200] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances penetration: +10% blight Changes damage: +21% cold Spellpower on spell critical (stacks up to 3 times): +4 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to heal yourself and all friendly characters within 10 spaces for 200 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of healing 'Tempestweeper' [power 422] (15 cooldown) elven-wood totem of healing 'Tempestweeper' [power 422] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes resistances: +15% lightning / +6% darkness Changes damage: +24% lightning It can be used to heal yourself and all friendly characters within 10 spaces for 422 Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 3 beneficial effects by 2. * Reduce fatigue by 32% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
10 amethyst 10 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Ichorvile the dragonbone wand of shielding [power 560] (20 cooldown) Ichorvile the dragonbone wand of shielding [power 560] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 59% Changes stats: +3 Str / +2 Con Changes resistances: +9% nature Changes resistances penetration: +25% blight Changes damage: +21% arcane Spell save: +15 (+4 eff.) Maximum mana: +40.00 Maximum vim: +20.00 Spell crit. chance: +6% It can be used to create a shield absorbing up to 560 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Heal for 104. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Void Shard Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+3 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 443.04 temporal and 255.84 darkness damage (based on Magic) Activation costs 20 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
7 diamond 7 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes 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. |
10 moonstone 10 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 pearl 11 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 quartz 3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 amber 2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +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.
In a selfless act, you sacrificed yourself 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.
Achievements
By Chr001ro the Doomelf Paradox Mage level 35
39th Regrowth 123rd year of Ascendancy at 18:31 see stats
By Chr001ro the Doomelf Paradox Mage level 50
2nd Haze 123rd year of Ascendancy at 04:57 see stats
By Chr001ro the Doomelf Paradox Mage level 35
37th Regrowth 123rd year of Ascendancy at 23:27 see stats
By Chr001ro the Doomelf Paradox Mage level 44
76th Pyre 123rd year of Ascendancy at 13:08 see stats
By Chr001ro the Doomelf Paradox Mage level 38
54th Regrowth 123rd year of Ascendancy at 21:36 see stats
By Chr001ro the Doomelf Paradox Mage level 20
44th Dusk 122nd year of Ascendancy at 03:50 see stats
By Chr001ro the Doomelf Paradox Mage level 37
50th Regrowth 123rd year of Ascendancy at 21:49 see stats
By Chr001ro the Doomelf Paradox Mage level 31
8th Decay 122nd year of Ascendancy at 13:03 see stats
By Chr001ro the Doomelf Paradox Mage level 27
62nd Haze 122nd year of Ascendancy at 18:18 see stats
By Chr001ro the Doomelf Paradox Mage level 24
9th Haze 122nd year of Ascendancy at 22:03 see stats
By Chr001ro the Doomelf Paradox Mage level 29
74th Haze 122nd year of Ascendancy at 13:47 see stats
By Chr001ro the Doomelf Paradox Mage level 23
48th Dusk 122nd year of Ascendancy at 08:24 see stats
By Chr001ro the Doomelf Paradox Mage level 50
18th Haze 123rd year of Ascendancy at 06:28 see stats
By Chr001ro the Doomelf Paradox Mage level 6
76th Pyre 122nd year of Ascendancy at 22:19 see stats
By Chr001ro the Doomelf Paradox Mage level 10
1st Dusk 122nd year of Ascendancy at 13:39 see stats
By Chr001ro the Doomelf Paradox Mage level 20
36th Dusk 122nd year of Ascendancy at 18:31 see stats
By Chr001ro the Doomelf Paradox Mage level 30
5th Decay 122nd year of Ascendancy at 11:17 see stats
By Chr001ro the Doomelf Paradox Mage level 40
74th Regrowth 123rd year of Ascendancy at 00:19 see stats
By Chr001ro the Doomelf Paradox Mage level 50
20th Dusk 123rd year of Ascendancy at 22:17 see stats
By Chr001ro the Doomelf Paradox Mage level 24
49th Dusk 122nd year of Ascendancy at 11:24 see stats
By Chr001ro the Doomelf Paradox Mage level 50
16th Haze 123rd year of Ascendancy at 04:51 see stats
By Chr001ro the Doomelf Paradox Mage level 26
46th Haze 122nd year of Ascendancy at 13:47 see stats
By Chr001ro the Doomelf Paradox Mage level 50
3rd Allure 124th year of Ascendancy at 22:39 see stats
By Chr001ro the Doomelf Paradox Mage level 44
5th Mirth 123rd year of Ascendancy at 18:24 see stats
By Chr001ro the Doomelf Paradox Mage level 24
48th Dusk 122nd year of Ascendancy at 20:05 see stats
By Chr001ro the Doomelf Paradox Mage level 37
51st Regrowth 123rd year of Ascendancy at 01:38 see stats
By Chr001ro the Doomelf Paradox Mage level 50
3rd Allure 124th year of Ascendancy at 22:38 see stats
By Chr001ro the Doomelf Paradox Mage level 6
7th Mirth 122nd year of Ascendancy at 02:34 see stats
By Chr001ro the Doomelf Paradox Mage level 50
16th Haze 123rd year of Ascendancy at 07:21 see stats
By Chr001ro the Doomelf Paradox Mage level 50
3rd Allure 124th year of Ascendancy at 22:39 see stats
By Chr001ro the Doomelf Paradox Mage level 14
12nd Dusk 122nd year of Ascendancy at 10:29 see stats
By Chr001ro the Doomelf Paradox Mage level 40
4th Pyre 123rd year of Ascendancy at 16:10 see stats
By Chr001ro the Doomelf Paradox Mage level 21
44th Dusk 122nd year of Ascendancy at 23:57 see stats
By Chr001ro the Doomelf Paradox Mage level 15
17th Dusk 122nd year of Ascendancy at 08:54 see stats
By Chr001ro the Doomelf Paradox Mage level 31
8th Decay 122nd year of Ascendancy at 19:10 see stats
By Chr001ro the Doomelf Paradox Mage level 34
37th Regrowth 123rd year of Ascendancy at 10:03 see stats
Log
Elder vampire can barely stand!
Elder vampire is dazed!
High Sun Paladin Aeryn hits Argoniel for 64 fire, 61 light, 53 physical (179 total damage).
Searing Sight hits Argoniel for 14 light damage.
Searing Sight hits Elder vampire for 36 light damage.
High Sun Paladin Aeryn's temporal clone hits Argoniel for 64 fire, 61 light, 53 physical (179 total damage).
High Sun Paladin Aeryn's temporal clone hits Elder vampire for (37 ignored), 0 fire, 116 light, (62 ignored), 0 physical (116 total damage).
Searing Sight hits Argoniel for 14 light damage.
Searing Sight hits Elder vampire for 36 light damage.
Acid Splash from Argoniel hits High Sun Paladin Aeryn's temporal clone for (36 absorbed), 0 acid (0 total damage).
Epidemic from Argoniel hits High Sun Paladin Aeryn's temporal clone for (68 absorbed), 0 blight (0 total damage).
High Sun Paladin Aeryn casts Wave of Power.
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
New Achievement: Tactical master (Insane (Roguelike) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
You feel a surge of power as a powerful creature falls nearby.
Argoniel resists High Sun Paladin Aeryn's 'Lightblight'!
High Sun Paladin Aeryn's temporal clone HEALS from light damage!
High Sun Paladin Aeryn hits Argoniel for 238 physical damage.
High Sun Paladin Aeryn's Judgement hits High Sun Paladin Aeryn's temporal clone for (11 absorbed), 0 light, 1 healing (0 total damage) [1 healing].
High Sun Paladin Aeryn receives 11 healing from High Sun Paladin Aeryn's Judgement.
High Sun Paladin Aeryn's Judgement hits High Sun Paladin Aeryn's temporal clone for (66 absorbed), 0 light, 9 healing (0 total damage) [9 healing].
High Sun Paladin Aeryn receives 69 healing from High Sun Paladin Aeryn's Judgement.
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: Selfless (Insane (Roguelike) difficulty)!
New Achievement: The Sun Still Shines (Insane (Roguelike) difficulty)!
Saving game...
Saving done.