Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.1 |
Addons | Items Vault 1.0.1 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Thalore |
Class | Wyrmic |
Level / Exp | 50 / 730% |
Size | medium |
Lifes / Deaths | Killed by forge-giant at level 50 on the 77th Regrowth 125th year of Ascendancy at 10:51 6 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 109 (base 62) |
Dexterity | 42 (base 15) |
Constitution | 61 (base 33) |
Magic | 25 (base 16) |
Willpower | 93 (base 60) |
Cunning | 120 (base 60) |
Resources
Life | 1699/1699 |
Stamina | 454/454 |
Equilibrium | 45 |
Healing Factor | 1.25 |
Regeneration | 126.7375 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 4 |
Offense: Mainhand
Damage | 191 |
Accuracy | 61 |
Crit Chance | 51% |
APR | 21 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 8.6666666666667 |
Crit Chance | 39% |
Speed | 1 |
Offense: Mind
Mindpower | 67.3375 |
Crit Chance | 43% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +19% |
Acid | +19% |
Fire | +25% |
Physical | +39% |
Cold | +19% |
All | +9% |
Offense: Damage Penetration
Acid | +20% |
Physical | +35% |
Cold | +20% |
Lightning | +20% |
Light | +5% |
Mind | +15% |
Arcane | +5% |
Fire | +20% |
Nature | +25% |
Defense: Base
Armour (hardiness) | 76 (80%) |
Defense | 39.3 |
Ranged Defense | 43.533333333333 |
Fatigue | 55 |
Physical Save | 79.575 |
Spell Save | 57.366666666667 |
Mental Save | 82.07 |
Defense: Resistances
Acid | + 46%( 70%) |
Blight | + 80%( 80%) |
Physical | + 38%( 70%) |
Cold | + 34%( 70%) |
All | + 32%( 70%) |
Lightning | + 55%( 70%) |
Mind | + 34%( 70%) |
Arcane | + 42%( 70%) |
Fire | + 41%( 70%) |
Nature | + 55%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Knockback Resistance | 50% |
Pinning Resistance | 100% |
Poison Resistance | 14% |
Blind Resistance | 25% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 22% for 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 495 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 499 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 29% for 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 9 turns. Also while Heroism is active, you will only die when reaching -783 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. Its effects scale with your Willpower stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed weapons | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.10 |
| 5/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Cold drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.20 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.40 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Wild-gift / Harmony | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Wild Growth |
talent | Antimagic Shield |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | A flow of life spins around the target, regenerating 99.84 life per turn. Regeneration |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved spell save by +4. | done |
You successfully escorted the lost anorithil to the recall portal on level 6 of Dreadfell. Escort: lost anorithil (level 6 of Dreadfell)As a reward you gained talent category Technique / Field control (at mastery 0.80). | done |
You failed to protect the lost warrior from death by gloomy giant white mouse. Escort: lost warrior (level 1 of Heart of the Gloom) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Norgos Lair. Escort: temporal explorer (level 2 of Norgos Lair)As a reward you improved Cunning by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Strength by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the Dragon. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlYou talked for a while and it seems she has a crush on you, even though you are yourself a woman. Melinda decided to come live with you in your Fortress. | 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1387. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Ukllmswwik and killed Slasul. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Treads of the Great Wyrm (0 def, 5 armour) Treads of the Great Wyrm (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +6 Physical crit. chance: +10.0% Physical power: +9 Armour: +5 Fatigue: +4% Damage when the wearer hits(melee): 2 mind Changes resistances: +5% arcane / +6% fire / +3% acid Changes resistances penetration: +15% physical / +15% mind / +5% light Physical save: +25 Spell save: +15 Mental save: +15 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Guidance GuidanceInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +12 Cun / +12 Wil Changes resistances: +20% blight Changes resistances cap: +10% blight Talent masteries: +0.20 Wild-gift / Call of the wild +0.10 Wild-gift / Antimagic Physical save: +12 Spell save: +12 Mental save: +12 Light radius: +4 Said to have once belonged to Inquisitor Marcus Dunn during the Spellhunt this fist sized quartz crystal glows constantly with a soft white light and was rumoured to be a great aid in meditation, helping focus the mind, body, and soul of the owner as well as protecting them from the foulest of magics. It seems somebody well versed in antimagic could use it to its fullest potential. |
On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 2 It is part of a set of items. The set is complete. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Damage when the wearer hits(melee): 5 % chance to summon an orc spirit / 0 void blast Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
On hands | Halykor the voratun gauntlets (0 def, 3 armour) Halykor the voratun gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +20 Armour penetration: +9 Armour: +3 Changes stats: +5 Str / +10 Dex / +9 Cun Damage when the wearer hits(melee): 4 acid Changes resistances: +5% arcane / +3% acid Changes resistances penetration: +5% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +21 Mental save: +9 It can be used to activate talent Steady Shot, 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: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Scabspire of psychoportation [power 59] (30 cooldown) Scabspire of psychoportation [power 59] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Damage when the wearer hits(melee): 14 arcane / 10 nature Damage when the wearer is hit: 12 arcane Changes resistances penetration: +25% nature It can be used to teleport randomly (rad 59), placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers. |
On fingers | treant's stralite ring of life treant's stralite ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +9% nature Physical save: +12 Poison immunity: +14% Disease immunity: +12% Life regen: +1.30 Maximum life: +53.00 Healing mod.: +25% Rings can have magical properties. |
On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, this is your reward. |
Around neck | Garkul's Teeth Garkul's TeethCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 It is part of a set of items. The set is complete. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Two-handed maiming +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed weapons Physical save: +18 Mental save: +18 Pinning immunity: +100% Only die when reaching: -100.00 life It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 4.4 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 320.06 physical damage in a radius 7 cone in front of you. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
In main hand | Ulfytir the Fireking (53.5-74.9 power, 6 apr) Ulfytir the Fireking (53.5-74.9 power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 53.5 - 74.9 Uses stat: 100% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Damage when this weapon hits: +14 darkness Damage against: +8% Humanoid When wielded/worn: Accuracy: +13 Changes stats: +4 Str Damage when the wearer is hit: 12 fire Changes damage: +10% physical / +6% fire Stamina when hit: +1.30 Blunt and deadly. |
Around waist | Lisyyamira the drakeskin leather belt Lisyyamira the drakeskin leather beltInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +8 Wil / +2 Cun / +6 Con / +6 Lck Trap disarming bonus: +30 Stealth bonus: +15 Mental save: +20 Hate per kill: +3.00 Maximum life: +109.00 Mindpower: +9 Infravision radius: +4 A belt that goes around your waist. |
In off hand | Blightstopper (18 def, 12 armour, 52 dam, 240 block) Blightstopper (18 def, 12 armour, 52 dam, 240 block)Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +4.5% Block value: +240 Damage conversion: 30% nature / 10% % chance to summon an orc spirit When wielded/worn: Armour: +12 Defense: +18 Ranged Defense: +12 Fatigue: +22% Damage when the wearer is hit: 15 nature Changes resistances: +15% nature / +35% blight Talent mastery: +0.20 Wild-gift / Antimagic Talent granted: +5 Block Spell save: +24 Disease immunity: +60% It can be used to purge diseases and increase your resistances, costing 24 power out of 40/40. This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
Cloak | marshal's elven-silk cloak of mindcraft (3 def, 0 armour) marshal's elven-silk cloak of mindcraft (3 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 Changes stats: +3 Str / +3 Wil / +3 Cun / +2 Con Physical save: +8 Maximum life: +108.00 Mental crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Hide of the Great Wyrm (20 def, 36 armour) Hide of the Great Wyrm (20 def, 36 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +36 Defense: +20 Fatigue: +26% Changes stats: +8 Cun Damage when the wearer is hit: 8 nature Changes resistances: +1% physical / +5% arcane / +28% lightning / +3% blight / +3% mind Physical save: +17 Mental save: +43 Stun/Freeze immunity: +5% A suit of armour made of metal plates. |
Inventory
This item will automatically be transmogrified when you leave the level. heroism infusion (+7 for 11 turns, die at -468)heroism infusion (+7 for 11 turns, die at -468) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 11 turns. Also while Heroism is active, you will only die when reaching -468 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. movement infusion (1025% speed; 9 turns)movement infusion (1025% speed; 9 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1025% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
psychic's wild infusion (resist 21%; cure magical, physical) psychic's wild infusion (resist 21%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 21% for 6 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 65 over 5 turns)regeneration infusion (heal 65 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 65 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 ability. |
This item will automatically be transmogrified when you leave the level. heat beam rune (384 fire damage)heat beam rune (384 fire damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7.00 Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 383.75 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. lightning rune (452 lightning damage)lightning rune (452 lightning damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8.00 Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 150.73 to 452.20 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. vision rune (radius 17; dur 19; see humanoid)vision rune (radius 17; dur 19; see humanoid) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (17 radius) and to allow you to see invisible and stealthed creatures (power 26) for 19 turns. Your mind will become more receptive for 19 turns, allowing you to sense any humanoid around. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
Gluletira the stralite amulet Gluletira the stralite amuletInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +3 Defense: +6 Fatigue: -5% Changes stats: +5 Cun / +4 Con Damage when the wearer is hit: 4 blight Changes resistances: +3% blight / +14% light Changes damage: +6% blight Physical save: +19 Blindness immunity: +20% Amulets can have magical properties. |
Sepsisraider SepsisraiderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +2 Con / +5 Wil Damage when the wearer hits(melee): 6 nature Changes resistances: +9% blight / +12% darkness / +15% light Allows you to breathe in: water Amulets can have magical properties. |
clarifying stralite amulet of murder clarifying stralite amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +7 Armour penetration: +5 Physical crit. chance: +4.0% Changes resistances: +17% mind Critical mult.: +16.00% Confusion immunity: +41% Amulets can have magical properties. |
clarifying stralite amulet of vision clarifying stralite amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +22% mind Blindness immunity: +30% Confusion immunity: +36% Infravision radius: +2 See invisible: +9 Amulets can have magical properties. |
enraging voratun amulet of murder enraging voratun amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 Armour penetration: +6 Physical crit. chance: +5.0% Physical power: +8 Changes damage: +7% physical Critical mult.: +16.00% Combat speed: +10% Amulets can have magical properties. |
mindweaver's gold amulet of healing mindweaver's gold amulet of healingInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Cun Mental save: +7 Cut immunity: +60% Confusion immunity: +17% Mindpower: +10 Healing mod.: +19% It can be used to activate talent Heal, placing all other charms into a 80 cooldown : Effective talent level: 2.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 345 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
mindweaver's stralite amulet of the fish mindweaver's stralite amulet of the fishInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Cun Changes resistances: +14% cold Allows you to breathe in: water Mental save: +9 Confusion immunity: +22% Mindpower: +10 Amulets can have magical properties. |
mindweaver's voratun amulet mindweaver's voratun amuletInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +3 Cun Mental save: +11 Confusion immunity: +21% Mindpower: +11 Amulets can have magical properties. |
mindweaver's voratun amulet of murder mindweaver's voratun amulet of murderCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 Armour penetration: +6 Physical crit. chance: +5.0% Changes stats: +4 Cun Critical mult.: +13.00% Mental save: +10 Confusion immunity: +10% Mindpower: +7 Amulets can have magical properties. |
vitalizing voratun amulet of healing vitalizing voratun amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Con Physical save: +7 Cut immunity: +50% Life regen: +0.50 Maximum life: +32.00 Healing mod.: +26% It can be used to activate talent Heal, placing all other charms into a 80 cooldown : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 266 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
voratun amulet of healing voratun amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Cut immunity: +80% Healing mod.: +26% It can be used to activate talent Heal, placing all other charms into a 80 cooldown : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 266 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
warmaker's voratun amulet of cunning (+7) warmaker's voratun amulet of cunning (+7)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +7 Str / +8 Dex / +10 Wil / +7 Cun Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to not be of this world, switching rapidly. If used near a portal it could probably activate it. |
Blazeworth the steel ring Blazeworth the steel ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 Changes stats: +3 Dex Changes resistances: +9% lightning / +3% temporal Mental save: +13 Confusion immunity: +47% Rings can have magical properties. |
Deleregorig DeleregorigInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -9% Changes stats: +1 Cun / +2 Wil Changes resistances: +24% nature Critical mult.: +10.00% Maximum encumbrance: +36 Physical save: +26 Poison immunity: +40% Disease immunity: +44% Mana each turn: +0.08 Rings can have magical properties. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +6% nature / +4% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck 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. |
Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Archery - slings +0.30 Technique / Thuggery +0.30 Technique / Shield defense +0.30 Technique / Two-handed weapons +0.30 Technique / Two-handed maiming +0.30 Technique / Shield offense +0.30 Technique / Archery prowess +0.30 Technique / Combat veteran +0.30 Technique / Combat techniques +0.30 Technique / Archery - bows +0.30 Technique / Dual techniques +0.30 Technique / Combat training +0.30 Technique / Superiority +0.30 Technique / Warcries +0.30 Technique / Archery training +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
conjurer's voratun ring conjurer's voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Mag / +7 Wil Spellpower: +9 Rings can have magical properties. |
marksman's voratun ring of pilfering marksman's voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 Armour penetration: +7 Defense: +9 Changes stats: +5 Dex It can be used to activate talent Disengage, placing all other charms into a 30 cooldown : Effective talent level: 1.6 Power cost: 30 out of 30/30. Range: 7.00 Travel Speed: instantaneous Description: Jump away 3 grids from your target. Rings can have magical properties. |
psionicist's gold ring of lightning (+20%) psionicist's gold ring of lightning (+20%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Wil Changes resistances: +20% lightning Changes damage: +10% lightning Mental save: +10 Rings can have magical properties. |
savage's gold ring of clarity savage's gold ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Con Spell save: +10 Mental save: +5 Confusion immunity: +26% Maximum stamina: +19.00 Rings can have magical properties. |
savage's voratun ring of life savage's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +2 Con Spell save: +14 Life regen: +1.50 Maximum life: +64.00 Maximum stamina: +23.00 Healing mod.: +25% Rings can have magical properties. |
savior's steel ring of lightning (+20%) savior's steel ring of lightning (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +20% lightning Changes damage: +10% lightning Physical save: +5 Spell save: +5 Mental save: +6 Rings can have magical properties. |
solipsist's voratun ring of perseverance solipsist's voratun ring of perseveranceCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Cun / +6 Wil Stun/Freeze immunity: +35% Life regen: +2.40 Mindpower: +10 Rings can have magical properties. |
stralite ring stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
titan's gold ring of lightning (+24%) titan's gold ring of lightning (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Con Changes resistances: +24% lightning Changes damage: +12% lightning Physical save: +4 Rings can have magical properties. |
treant's voratun ring of pilfering treant's voratun ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +8 Defense: +8 Changes resistances: +10% nature Physical save: +13 Poison immunity: +10% Disease immunity: +19% It can be used to activate talent Disengage, placing all other charms into a 30 cooldown : Effective talent level: 1.6 Power cost: 30 out of 30/30. Range: 7.00 Travel Speed: instantaneous Description: Jump away 3 grids from your target. Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
warrior's copper ring of fire (+22%) warrior's copper ring of fire (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +22% fire Changes damage: +11% fire Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. thunderous voratun battleaxe of nature (56.5-84.75 power, 4 apr)thunderous voratun battleaxe of nature (56.5-84.75 power, 4 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.5 - 84.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% Damage conversion: 47% nature / 52% lightning daze When wielded/worn: Changes stats: +4 Str / +5 Dex / +4 Mag / +4 Wil / +5 Cun / +4 Con Changes resistances: +12% all Changes resistances penetration: +14% nature / +18% lightning Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. warbringer's voratun battleaxe of ruin (58.5-87.75 power, 4 apr)warbringer's voratun battleaxe of ruin (58.5-87.75 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.5 - 87.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% When wielded/worn: Armour penetration: +15 Physical crit. chance: +14.0% Physical power: +15 Changes stats: +5 Con Changes resistances penetration: +16% physical Critical mult.: +20.00% Disarm immunity: +34% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. voratun greatmaul 'Hettulahell' (68-102 power, 4 apr)voratun greatmaul 'Hettulahell' (68-102 power, 4 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.0 - 102.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage when this weapon hits: +9 darkness / +10 mind Burst (radius 1) on hit: +4 mind Damage against: +16% Humanoid When wielded/worn: Physical crit. chance: +10.0% Mental save: +3 Mindpower: +2 It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 6 cooldown. Massive two-handed maul. |
This item will automatically be transmogrified when you leave the level. psychic's voratun greatsword (61.5-98.4 power, 4 apr)psychic's voratun greatsword (61.5-98.4 power, 4 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.5 - 98.4 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +3 Wil Mindpower: +16 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. thunderous dragonbone longbow of dampeningthunderous dragonbone longbow of dampening Requires: - Dexterity 48 - Talent Shoot Infused by nature Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Attack speed: 80% Firing range: +10 Damage when this weapon hits(ranged): +15 lightning daze When wielded/worn: Changes stats: +3 Str / +2 Dex / +3 Mag / +2 Wil / +4 Cun / +3 Con Changes resistances: +10% fire / +11% cold / +12% lightning / +12% acid Changes resistances penetration: +12% lightning Spell save: +10 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. manaburning voratun longsword of the leech (40-56 power, 6 apr)manaburning voratun longsword of the leech (40-56 power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon hits: leeches stamina from the target Damage when this weapon hits: +26 manaburn / +11 slime When wielded/worn: Damage when the wearer is hit: 20 slime Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. radiant living mindstar of flames (17-18.7 power, 40 apr, mind damage)radiant living mindstar of flames (17-18.7 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +8 light When wielded/worn: Damage when the wearer is hit: 8 fire Changes resistances: +8% fire Changes resistances penetration: +8% fire Changes damage: +8% fire Mindpower: +10 Mental crit. chance: +9% Light radius: +1 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Awakened Staff of Absorption (60-72 power, 60 apr, arcane damage) Awakened Staff of Absorption (60-72 power, 60 apr, arcane damage)Requires: - Magic 60 Powered by unknown forces 7.00 Encumbrance. Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% arcane / +30% fire / +30% cold / +30% lightning Changes damage: +60% arcane / +60% fire / +60% cold / +60% lightning Talent granted: +1 Command Staff Maximum mana: +100.00 Spellpower: +48 Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb energies, costing 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago. Yet it bears no signs of tarnishment. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
This item will automatically be transmogrified when you leave the level. blazebringer's orichalcum trident (55.5-88.8 power, 16 apr)blazebringer's orichalcum trident (55.5-88.8 power, 16 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 55.5 - 88.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% Damage conversion: 52% fire When wielded/worn: Changes resistances penetration: +9% fire Global speed: +7% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. blazebringer's voratun waraxe (41.5-58.1 power, 6 apr)blazebringer's voratun waraxe (41.5-58.1 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.5 - 58.1 Uses stat: 100% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Damage conversion: 43% fire When wielded/worn: Changes resistances penetration: +13% fire Global speed: +5% One-handed war axes. |
Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 When wielded/worn: Ranged Defense: +8 Changes stats: +5 Dex / +3 Cun / +2 Lck Slows Projectiles: +15% It can be used to activate talent Evasion (costing 40 power out of 40/40) : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 50% chance to completely evade them for 14 turns. Duration increases with your Willpower, and the chance to evade improves with your Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
This item will automatically be transmogrified when you leave the level. insulating drakeskin leather belt of burglaryinsulating drakeskin leather belt of burglary Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Lck Changes resistances: +14% fire / +12% cold Trap disarming bonus: +20 Stealth bonus: +13 Infravision radius: +3 A belt that goes around your waist. |
restorative cashmere cloak of the hunt (2 def, 0 armour) restorative cashmere cloak of the hunt (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Fatigue: -6% Changes resistances: +7% nature / +8% blight Life regen: +1.00 Maximum life: +57.00 Healing mod.: +10% It can be used to activate talent Blinding Speed, placing all other charms into a 45 cooldown : Effective talent level: 3.0 Power cost: 45 out of 45/45. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 27% for 5 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. dreamer's elven-silk robe of Angolwen (5 def, 0 armour)dreamer's elven-silk robe of Angolwen (5 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes stats: +3 Mag / +4 Wil Physical save: +14 Spell save: +17 Mental save: +32 Spellpower: +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. focusing elven-silk robe of clarity (5 def, 0 armour)focusing elven-silk robe of clarity (5 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Mental save: +30 Mana each turn: +0.32 Psi each turn: +0.27 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Pinning immunity: +100% Movement speed: +25% It can be used to activate talent Telekinetic Leap (costing 15 power out of 18/18) : Effective talent level: 4.0 Power cost: 15 out of 18/18. Range: 6.00 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Yvywyn (0 def, 5 armour) Yvywyn (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +18% blight Poison immunity: +20% Silence immunity: +30% Confusion immunity: +25% Stun/Freeze immunity: +30% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. blood-soaked pair of voratun boots of disengagement (0 def, 5 armour)blood-soaked pair of voratun boots of disengagement (0 def, 5 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +6 Physical crit. chance: +5.0% Physical power: +5 Armour: +5 Fatigue: +4% Changes stats: +4 Cun / +4 Dex It can be used to activate talent Disengage, placing all other charms into a 25 cooldown : Effective talent level: 0.8 Power cost: 25 out of 25/25. Range: 7.00 Travel Speed: instantaneous Description: Jump away 2 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. grounding pair of voratun boots of stability (0 def, 5 armour)grounding pair of voratun boots of stability (0 def, 5 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes resistances: +8% lightning / +12% temporal Physical save: +14 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. pair of voratun boots of invasion (0 def, 5 armour)pair of voratun boots of invasion (0 def, 5 armour) Requires: - Talent 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 Armour: +5 Fatigue: +4% Changes resistances penetration: +10% physical Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Eremygas (6 def, 8 armour) Eremygas (6 def, 8 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +14 Armour penetration: +9 Armour: +8 Defense: +6 Changes stats: +3 Cun / +3 Dex Changes resistances penetration: +10% blight Physical save: +9 Mental save: +22 Stun/Freeze immunity: +10% Maximum life: +50.00 It can be used to activate talent Steady Shot, 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: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 It is part of a set of items. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10.00 Travel Speed: instantaneous Is: a nature gift Description: Throws a huge boulder at a target, damaging it for 121.00 and knocking it back. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
This item will automatically be transmogrified when you leave the level. archer's voratun gauntlets of war-making (0 def, 3 armour)archer's voratun gauntlets of war-making (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 Armour penetration: +9 Physical crit. chance: +16.0% Armour: +3 Changes stats: +5 Cun / +4 Dex Critical mult.: +39.00% Spell crit. chance: +15% Mental crit. chance: +18% It can be used to activate talent Steady Shot, 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: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. dragonslayer's drakeskin leather cap of might (0 def, 5 armour)dragonslayer's drakeskin leather cap of might (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +4 Armour: +5 Fatigue: +5% Changes stats: +4 Str / +5 Con Changes resistances: +13% fire / +12% cold / +13% lightning / +14% acid A cap made of leather. |
This item will automatically be transmogrified when you leave the level. insulating voratun helm of strength (+6) (0 def, 5 armour)insulating voratun helm of strength (+6) (0 def, 5 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Str Changes resistances: +9% fire / +14% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. psion's elven-silk wizard hat of madness (3 def, 0 armour)psion's elven-silk wizard hat of madness (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 Changes stats: +10 Wil Changes damage: +16% mind Maximum psi: +27.00 Mindpower: +9 Mental crit. chance: +4% It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 4.0 Power cost: 15 out of 15/15. Range: 5.00 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 245 mind damage and feed you 2 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 2.8. Every victim of the whisper has a 30% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. stabilizing elven-silk wizard hat of earthrunes (3 def, 5 armour)stabilizing elven-silk wizard hat of earthrunes (3 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Defense: +3 Changes stats: +4 Con Physical save: +9 It can be used to activate talent Stone Wall, placing all other charms into a 80 cooldown : Effective talent level: 2.0 Power cost: 80 out of 80/80. Range: 7.00 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 64.41 physical dmage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. thaloren voratun helm (0 def, 5 armour)thaloren voratun helm (0 def, 5 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Wil Mental save: +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. nimble drakeskin leather armour of Eyal (5 def, 8 armour)nimble drakeskin leather armour of Eyal (5 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 Ranged Defense: +7 Fatigue: +8% Changes stats: +2 Dex Life regen: +1.40 Maximum life: +51.00 Movement speed: +10% Healing mod.: +25% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Belurinne (9 def, 16 armour)Belurinne (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 Fatigue: +26% Changes resistances penetration: +25% mind / +25% temporal Mental save: +15 Mana each turn: +0.20 Equilibrium when hit: +0.16 Vim when firing critical spell: +5.00 Spellpower on spell critical (stacks up to 3 times): +10 A suit of armour made of metal plates. |
Plate Armor of the King (15 def, 20 armour) Plate Armor of the King (15 def, 20 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +20 Defense: +15 Fatigue: +26% Changes stats: +9 Wil Changes resistances: +10% arcane / +25% fire / +25% acid / +25% blight / +25% darkness Physical save: +15 Spell save: +25 Mental save: +25 Stun/Freeze immunity: +30% Knockback immunity: +30% Maximum stamina: +60.00 Light radius: +1 Beautifully detailed with images of King Toknor's defence of Last Hope. Despair fills the hearts of even the blackest villains at the sight of it. |
Plate of the Blackened Mind (15 def, 20 armour) Plate of the Blackened Mind (15 def, 20 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +20 Defense: +15 Fatigue: +17% Changes stats: +6 Wil / +4 Cun / +3 Con Damage when the wearer is hit: 14 % chance to cause a gloom effect Changes resistances: +15% acid / +20% blight / +15% light / +20% darkness / +25% mind Talent mastery: +0.20 Cursed / Gloom Physical save: +15 Mental save: +25 Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 15 power out of 25/25) : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 2.50 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 15 Armour, 21 Defense and your attacks will gain 36% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
This item will automatically be transmogrified when you leave the level. enlightening voratun plate armour of command (21 def, 19 armour)enlightening voratun plate armour of command (21 def, 19 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +19 Defense: +21 Fatigue: +26% Changes stats: +8 Cun / +3 Wil Mental save: +40 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. searing voratun plate armour of clarity (9 def, 16 armour)searing voratun plate armour of clarity (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 Fatigue: +26% Damage when the wearer hits(melee): 14 fire / 15 acid Damage when the wearer is hit: 16 fire / 9 acid Mental save: +21 A suit of armour made of metal plates. |
Fire Dragon Shield (16 def, 9 armour, 58 dam, 220 block) Fire Dragon Shield (16 def, 9 armour, 58 dam, 220 block)Requires: - Strength 28 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 58.0 - 69.6 Uses stat: 100% Str Damage type: Fire Physical crit. chance: +4.5% Block value: +220 When wielded/worn: Armour: +9 Defense: +16 Ranged Defense: +15 Fatigue: +20% Damage when the wearer is hit: 17 fire Changes resistances: +35% fire Talent granted: +5 Block This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
Summertide (17 def, 5 armour, 52 dam, 260 block) Summertide (17 def, 5 armour, 52 dam, 260 block)Requires: - Willpower 28 - Strength 20 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Light Physical crit. chance: +4.5% Block value: +260 Special effect when this weapon hits: releases a burst of light Damage when this weapon hits: +20 % chance to blind When wielded/worn: Armour: +5 Defense: +17 Ranged Defense: +17 Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +12% mind / +20% light / +15% darkness / +10% fire Changes resistances penetration: +10% mind / +10% light / +10% fire Changes damage: +15% mind / +15% light / +10% fire Talent granted: +5 Block Mental save: +18 Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 Light radius: +3 It can be used to send out a beam of light, costing 12 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
blood-etched voratun shield of resistance (12 def, 3 armour, 74 dam, 203 block) blood-etched voratun shield of resistance (12 def, 3 armour, 74 dam, 203 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 74.0 - 88.8 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +5.0% Block value: +203 When wielded/worn: Armour: +3 Defense: +12 Ranged Defense: +12 Fatigue: +14% Changes stats: +6 Con Changes resistances: +8% fire / +8% cold / +13% lightning / +6% acid Talent granted: +5 Block Life regen: +1.60 Healing mod.: +20% Handheld deflection devices |
This item will automatically be transmogrified when you leave the level. crackling voratun shield of patience (12 def, 3 armour, 67 dam, 189.5 block)crackling voratun shield of patience (12 def, 3 armour, 67 dam, 189.5 block) Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 67.0 - 80.4 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +5.0% Block value: +190 Damage when this weapon hits: +11 lightning / +18 temporal When wielded/worn: Armour: +3 Defense: +12 Ranged Defense: +12 Fatigue: +14% Changes stats: +2 Dex Damage when the wearer is hit: 19 lightning / 13 temporal Changes resistances: +17% lightning / +17% temporal Talent granted: +5 Block It can be used to activate talent Time Shield, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 10.00 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (245) is absorbed, or the time runs out (9 turns), the stored damage will return as a temporal wake over time (8 turns). Each turn the temporal wake is active, a temporal vortex will spawn at your feet, damaging any inside after one turn for three turns. While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 23%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices |
impervious voratun shield of harmony (12 def, 12 armour, 66 dam, 248 block) impervious voratun shield of harmony (12 def, 12 armour, 66 dam, 248 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 66.0 - 79.2 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +5.0% Block value: +248 When wielded/worn: Armour: +12 Defense: +12 Ranged Defense: +12 Fatigue: +14% Changes stats: +5 Con Talent mastery: +0.30 Wild-gift / Harmony Talent granted: +5 Block Physical save: +7 It can be used to activate talent Waters of Life, placing all other charms into a 30 cooldown : Effective talent level: 4.4 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: The waters of life flow through you, purifying any poisons or diseases currently affecting you. For 9 turns, all poisons and diseases will heal you instead of damaging you. When activated, it also heals you for 38 life per diseases or poisons on you. The healing per disease/poison will increase with your Willpower. Handheld deflection devices |
spellplated voratun shield of crushing (12 def, 3 armour, 76 dam, 205.5 block) spellplated voratun shield of crushing (12 def, 3 armour, 76 dam, 205.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 76.0 - 91.2 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +5.0% Block value: +206 When wielded/worn: Physical crit. chance: +3.0% Physical power: +9 Armour: +3 Defense: +12 Ranged Defense: +12 Fatigue: +14% Changes stats: +5 Wil Talent granted: +5 Block Spell save: +11 Mental save: +5 Handheld deflection devices |
This item will automatically be transmogrified when you leave the level. self-loading quiver of dragonbone arrows of annihilation (14/14, 63-88.2 power, 28 apr)self-loading quiver of dragonbone arrows of annihilation (14/14, 63-88.2 power, 28 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 63.0 - 88.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Armour Penetration: +28 Physical crit. chance: +12.0% Capacity: 14 Turns elapse between self-loadings: 3 Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. Type: gem / black ; tier 4 When used to imbue an object: Changes stats: +25 Con Changes resistances: +25% nature / +10% cold / +10% darkness A piece of the scorched wood taken from the remains of Snaproot. |
167 alchemist agate 167 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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
19 jade 19 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 Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Turerogen the Shadebore Turerogen the ShadeboreInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 Defense: +8 Changes stats: +5 Cun / +6 Wil Changes resistances: +3% darkness Changes resistances penetration: +25% temporal Physical save: +11 Spell save: +11 Mental save: +12 Light radius: +2 Infravision radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
This item will automatically be transmogrified when you leave the level. dwarven lantern of the sundwarven lantern of the sun Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +13% darkness Changes damage: +6% light Light radius: +7 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 6 turns and lighting up your immediate area (radius 8). At level 3 it will also do 9.19 light damage within radius 4. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem: Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. Type: gem / red ; tier 5 When carried: Damage when the wearer is hit: 25 fire Spellpower: +7 Dull red runes are etched all over this blackened skull. |
4 bloodstone 4 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% Gems can be sold for money or used in arcane rituals. |
8 fire opal 8 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% 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, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 96 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
hateful voratun torque of thermal psionic shield [power 74] (20 cooldown) hateful voratun torque of thermal psionic shield [power 74] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all fire and cold damage by 74 for 6 turns, placing all other charms into a 20 cooldown. When used: 100% chance to regenerate 10 hate. Torques are made by powerful psionics to store psionic powers. |
psionic dwarven-steel torque of psychoportation [power 36] (30 cooldown) psionic dwarven-steel torque of psychoportation [power 36] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 36), placing all other charms into a 30 cooldown. When used: 100% chance to regenerate 5 psi. Torques are made by powerful psionics to store psionic powers. |
psionic stralite torque of mindblast [power 216] (6 cooldown) psionic stralite torque of mindblast [power 216] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to fire a blast of psionic energies in a beam (dam 108-216), placing all other charms into a 6 cooldown. When used: 100% chance to regenerate 8 psi. Torques are made by powerful psionics to store psionic powers. |
quick stralite torque of charged psionic shield [power 31] (16 cooldown) quick stralite torque of charged psionic shield [power 31] (16 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all lightning and blight damage by 31 for 6 turns, placing all other charms into a 16 cooldown. Torques are made by powerful psionics to store psionic powers. |
supercharged stralite torque of kinetic psionic shield [power 76] (29 cooldown) supercharged stralite torque of kinetic psionic shield [power 76] (29 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all physical and acid damage by 76 for 6 turns, placing all other charms into a 29 cooldown. Torques are made by powerful psionics to store psionic powers. |
voratun torque of clear mind [power 4] (20 cooldown) voratun torque of clear mind [power 4] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to absorbs and nullifies at most 4 detrimental mental status effects in the next 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
Lavahunter of cure illness [power 1] (20 cooldown) Lavahunter of cure illness [power 1] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +15% fire See invisible: +9 It can be used to removes up to 1 diseases from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of cure poisons [power 3] (20 cooldown) elven-wood totem of cure poisons [power 3] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to removes up to 3 poisons from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
forcefull dragonbone totem of healing [power 222] (35 cooldown) forcefull dragonbone totem of healing [power 222] (35 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heals the target for 222, placing all other charms into a 35 cooldown. When used: 100% chance to regenerate 12 stamina. Natural totems are made by powerful wilders to store nature power. |
shining pearl shining pearlInfused by nature 2.00 Encumbrance. Type: gem / white |
10 diamond 10 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 Gems can be sold for money or used in arcane rituals. |
8 moonstone 8 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 Gems can be sold for money or used in arcane rituals. |
pearl 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 Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By Vayena I the Thalore Wyrmic level 27
22nd Dusk 123rd year of Ascendancy at 15:41 see stats
By Vayena I the Thalore Wyrmic level 40
21st Haze 124th year of Ascendancy at 01:02 see stats
By Vayena I the Thalore Wyrmic level 26
20th Dusk 123rd year of Ascendancy at 17:02 see stats
By Vayena I the Thalore Wyrmic level 14
25th Haze 122nd year of Ascendancy at 07:14 see stats
By Vayena I the Thalore Wyrmic level 32
5th Regrowth 124th year of Ascendancy at 03:26 see stats
By Vayena I the Thalore Wyrmic level 43
48th Haze 124th year of Ascendancy at 10:43 see stats
By Vayena I the Thalore Wyrmic level 31
79th Haze 123rd year of Ascendancy at 10:25 see stats
By Vayena I the Thalore Wyrmic level 14
14th Haze 122nd year of Ascendancy at 22:08 see stats
By Vayena I the Thalore Wyrmic level 36
22nd Dusk 124th year of Ascendancy at 18:25 see stats
By Vayena I the Thalore Wyrmic level 15
7th Decay 122nd year of Ascendancy at 13:51 see stats
By Vayena I the Thalore Wyrmic level 41
36th Haze 124th year of Ascendancy at 16:22 see stats
By Vayena I the Thalore Wyrmic level 33
13rd Pyre 124th year of Ascendancy at 10:42 see stats
By Vayena I the Thalore Wyrmic level 28
33rd Dusk 123rd year of Ascendancy at 05:46 see stats
By Vayena I the Thalore Wyrmic level 35
23rd Pyre 124th year of Ascendancy at 22:34 see stats
By Vayena I the Thalore Wyrmic level 50
77th Regrowth 125th year of Ascendancy at 16:28 see stats
By Vayena I the Thalore Wyrmic level 15
52nd Regrowth 123rd year of Ascendancy at 07:28 see stats
By Vayena I the Thalore Wyrmic level 19
37th Pyre 123rd year of Ascendancy at 07:29 see stats
By Vayena I the Thalore Wyrmic level 29
46th Dusk 123rd year of Ascendancy at 14:38 see stats
By Vayena I the Thalore Wyrmic level 39
10th Haze 124th year of Ascendancy at 04:15 see stats
By Vayena I the Thalore Wyrmic level 36
15th Dusk 124th year of Ascendancy at 05:49 see stats
By Vayena I the Thalore Wyrmic level 20
51st Pyre 123rd year of Ascendancy at 11:07 see stats
By Vayena I the Thalore Wyrmic level 48
52nd Regrowth 125th year of Ascendancy at 04:21 see stats
By Vayena I the Thalore Wyrmic level 32
55th Regrowth 124th year of Ascendancy at 06:05 see stats
By Vayena I the Thalore Wyrmic level 10
34th Dusk 122nd year of Ascendancy at 02:34 see stats
By Vayena I the Thalore Wyrmic level 20
51st Pyre 123rd year of Ascendancy at 10:20 see stats
By Vayena I the Thalore Wyrmic level 30
50th Dusk 123rd year of Ascendancy at 22:52 see stats
By Vayena I the Thalore Wyrmic level 40
19th Haze 124th year of Ascendancy at 19:34 see stats
By Vayena I the Thalore Wyrmic level 50
72nd Regrowth 125th year of Ascendancy at 07:30 see stats
By Vayena I the Thalore Wyrmic level 46
5th Allure 125th year of Ascendancy at 08:01 see stats
By Vayena I the Thalore Wyrmic level 50
77th Regrowth 125th year of Ascendancy at 16:26 see stats
By Vayena I the Thalore Wyrmic level 39
12nd Haze 124th year of Ascendancy at 02:46 see stats
By Vayena I the Thalore Wyrmic level 9
2nd Dusk 122nd year of Ascendancy at 00:11 see stats
By Vayena I the Thalore Wyrmic level 30
53rd Dusk 123rd year of Ascendancy at 23:07 see stats
By Vayena I the Thalore Wyrmic level 46
5th Allure 125th year of Ascendancy at 04:22 see stats
By Vayena I the Thalore Wyrmic level 30
71st Haze 123rd year of Ascendancy at 14:53 see stats
By Vayena I the Thalore Wyrmic level 11
37th Dusk 122nd year of Ascendancy at 18:55 see stats
By Vayena I the Thalore Wyrmic level 46
5th Allure 125th year of Ascendancy at 16:44 see stats
By Vayena I the Thalore Wyrmic level 17
6th Pyre 123rd year of Ascendancy at 02:10 see stats
By Vayena I the Thalore Wyrmic level 9
29th Dusk 122nd year of Ascendancy at 06:51 see stats
By Vayena I the Thalore Wyrmic level 37
49th Dusk 124th year of Ascendancy at 09:21 see stats
By Vayena I the Thalore Wyrmic level 20
70th Pyre 123rd year of Ascendancy at 15:07 see stats
By Vayena I the Thalore Wyrmic level 24
9th Dusk 123rd year of Ascendancy at 16:57 see stats
By Vayena I the Thalore Wyrmic level 16
56th Regrowth 123rd year of Ascendancy at 05:02 see stats
By Vayena I the Thalore Wyrmic level 25
19th Dusk 123rd year of Ascendancy at 14:34 see stats
Log
Today is the 78th Regrowth of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Talent Infusion: Regeneration is ready to use.
Vayena I stops regenerating health quickly.
Vayena I uses Infusion: Regeneration.
Vayena I starts regenerating health quickly.
Talent Infusion: Regeneration is ready to use.
Vayena I stops regenerating health quickly.
Vayena I uses Infusion: Regeneration.
Vayena I starts regenerating health quickly.
Talent Infusion: Regeneration is ready to use.
Rested for 139 turns (stop reason: all resources and life at maximum).
Vayena I stops regenerating health quickly.
Vayena I uses Infusion: Regeneration.
Vayena I starts regenerating health quickly.
Talent Infusion: Regeneration is ready to use.
Vayena I stops regenerating health quickly.
Vayena I uses Infusion: Regeneration.
Vayena I starts regenerating health quickly.
Talent Infusion: Regeneration is ready to use.
Vayena I stops regenerating health quickly.
Vayena I uses Infusion: Regeneration.
Vayena I starts regenerating health quickly.
Talent Infusion: Regeneration is ready to use.