










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Female |
| Race | Dwarf |
| Class | Archmage |
| Level / Exp | 50 / 1330% |
| Size | big |
| Lifes / Deaths | Killed by Tanikndo the halfling at level 15 on the 11st Wealth 122nd year of Ascendancy at 02:13 / 6Killed by Branan the human at level 26 on the 15th Gold 123rd year of Ascendancy at 21:41 Killed by Polebrema the eternal bone giant at level 26 on the 30th Gold 123rd year of Ascendancy at 18:02 Killed by Celia at level 26 on the 1st Stralite 123rd year of Ascendancy at 06:22 Killed by Mirror Image (Kwawana Firebeard) at level 43 on the 17th Gold 124th year of Ascendancy at 11:23 Killed by Ce'Nolrath the storm wyrm at level 46 on the 30th Gold 124th year of Ascendancy at 23:43 |
Primary Stats
| Strength | 30 (base 10) |
| Dexterity | 22 (base 10) |
| Constitution | 44 (base 32) |
| Magic | 126 (base 60) |
| Willpower | 97 (base 60) |
| Cunning | 76 (base 60) |
Resources
| Life | 1178/1178 |
| Mana | 598/598 |
| Equilibrium | 0 |
| Healing Factor | 0.74550074655182 |
| Regeneration | 0.93187593318978 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +130.07221286943% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Stealth | 9.9409320366151 |
| See Invisible | 23.104518567853 |
Offense: Mainhand
| Damage | 95 |
| Accuracy | 38 |
| Crit Chance | 38% |
| APR | 60 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 85 |
| Crit Chance | 67% |
| Speed | 1 |
| Cooldown Reduction | 30 |
Offense: Mind
| Mindpower | 57 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +42% |
| Blight | +24% |
| Arcane | +93% |
| Cold | +121% |
| All | +12% |
| Lightning | +106% |
| Physical | +16% |
| Fire | +118% |
| Darkness | +39% |
Offense: Damage Penetration
| Lightning | +55% |
| Fire | +106% |
| Darkness | +42% |
| Arcane | +75% |
| Cold | +65% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 18 (44.574340358689%) |
| Defense | 65 |
| Ranged Defense | 65 |
| Fatigue | 0 |
| Physical Save | 49 |
| Spell Save | 67 |
| Mental Save | 56 |
Defense: Resistances
| Acid | + 47%( 70%) |
| Blight | + 35%( 70%) |
| Arcane | + 60%( 70%) |
| Cold | + 59%( 70%) |
| All | + 26%( 70%) |
| Lightning | + 45%( 70%) |
| Temporal | + 28%( 70%) |
| Fire | + 51%( 70%) |
| Darkness | + 45%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Silence Resistance | 66% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 41% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 922% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 34% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1497% for 10 turns (106 total) and instantly restoring 75 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Class Talents
| Spell / Meta | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Air | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.40 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.40 |
| 5/5 |
| 2/5 |
| 4/5 |
| 5/5 |
| Spell / Wildfire | 1.40 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 3/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Conveyance | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Keen Senses |
| talent | Disruption Shield |
| talent | Burning Wake |
| talent | Phantasmal Shield |
| talent | Arcane Power |
| talent | Essence of Speed |
| talent | Shielding |
| talent | Wildfire |
| talent | Spellcraft |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | 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 Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * 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: 1120. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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 killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | 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 your homeland 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 | undeterred pair of drakeskin leather boots of evasion (15 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +15 (+3 eff.) Silence immunity: +36% Confusion immunity: +31% Stun/Freeze immunity: +34% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 24% chance to evade melee and ranged attacks and 15 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Light source | Spectral Cage =cold dmg=Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Spellpower: +10 (+2 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 939 cold damage (based on your Magic) Activation costs 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
| On head | Crown of the Elements (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +10 Mag / +10 Wil Changes resistances: +25% acid / +25% fire / +25% cold / +25% lightning Changes damage: +25% acid / +25% fire / +25% cold / +25% lightning Spellpower: +15 (+3 eff.) Mindpower: +15 (+5 eff.) This jeweled crown shimmers with colors. |
| Tool | Xanuwen the ash totem of summon tentacle [power 160] (25 cooldown) =crit multi=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +5% arcane Changes resistances penetration: +10% arcane Critical mult.: +20.00% Reduces incoming crit damage: 15.00% Damage Shield penetration: +30% It can be used to summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 436 Base Damage: 200 Armor: 9 All Resist: 17 Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+2 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 5.6 Power cost: 6 out of 6/6. Range: 10 Travel Speed: 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 506.44 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
| On fingers | marksman's gold ring of perseverance =27% stun=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +3 Dex Stun/Freeze immunity: +27% Life regen: +3.00 Rings make your fingers look great! |
| Around waist | spiritwalker's hardened leather belt of the giantsPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +4 (+2 eff.) Changes stats: +5 Mag Spell save: +7 (+2 eff.) Mana each turn: +0.21 Maximum mana: +20.00 Size category: +1 A belt that goes around your waist. |
| In main hand | Awakened Staff of Absorption (172% power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+9 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
| On hands | umbral voratun gauntlets of war-making (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +9.0% Armour: +3 Fatigue: +5% Damage (Melee): 16 darkness Changes resistances: +8% darkness Changes damage: +10% darkness Critical mult.: +9.00% Spell crit. chance: +13% Mental crit. chance: +7% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Bikini (0 def, 0 armour) =DONT REMOVE !!!=2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all You have never taken it off. Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
| Cloak | Relgoduthel the Stokegash (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+3 eff.) Defense: +3 (+0 eff.) Fatigue: -6% Changes stats: +5 Str / +4 Con Changes resistances: +3% acid / +3% temporal / +18% darkness / +12% blight / +9% fire / +5% arcane Changes resistances penetration: +17% darkness Changes damage: +17% darkness Stealth bonus: +25 Physical save: +12 (+4 eff.) Spell save: +3 (+1 eff.) Maximum life: +94.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Torulathasin the steel amulet =crit multi=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +1 Wil / +2 Mag Changes damage: +5% acid / +5% lightning / +12% blight / +5% cold / +6% arcane / +5% fire Critical mult.: +20.00% Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Amulets make your neck look great! |
Inventory
Infusion of Wild Growth (rad 5; dur 10;)Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 83.21 physical damage and 160.68 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Primal Infusion (affinity 20%; reduction 3; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 20% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
wild infusion of the psychic (res 37%; physical; dur 4; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 37% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 41%; mental; dur 3; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 41% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 27%; magical, mental; dur 3; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 27% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Elixir of Explosive ForceInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to permanently increase your chance to critically strike with spells by 4%. A vial of churning orange fluid. |
Elixir of SerendipityInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to permanently increase your luck by 5. A vial of lively yellow fluid. |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; temporal, physical, blight, fire, nature, mind)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 temporal, 4 physical, 5 blight, 4 fire, 5 nature, 4 mind It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 1217 damage for 6 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
blink rune of the psychic (range 9; phase 35; cd 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 35%, your defense is increased by 35 and all your resistances by 35%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 165; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 165 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 247; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 247 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 990; dur 6; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 990 damage for 6 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 52; blocks 4; dur 4; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 52 up to 4 times. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the psychic (threshold 39; blocks 7; dur 4; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 39 up to 7 times. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Scroll of Summoning (Limmir the Jeweler)Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon Activation costs 1 power out of 1/1. Magical scrolls can have wildly different effects! |
Garkul's Teeth =PIN Immunity=Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+6 eff.) Mental save: +18 (+5 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 4.0 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 185.33 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Mirror Shards =Reflect=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 670 strength, based on Magic) for 6 turns Activation costs 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
wanderer's voratun amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -7% Changes stats: +5 Dex / +4 Mag / +5 Cun / +7 Con Life regen: +2.00 Stamina each turn: +0.30 Mana each turn: +0.31 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +35.00 Movement speed: +10% Amulets make your neck look great! |
Orb of Many Ways =quest item=Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% 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 radius 4 tidal wave that expands slowly over 7 turns, dealing 43.59 cold and 22.88 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
conjurer's stralite ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Mag / +5 Wil Changes resistances: +10% acid / +17% fire / +15% lightning / +20% cold Spellpower: +8 (+1 eff.) Rings make your fingers look great! |
pixie's gold ring of arcana (+0.22/turn) =32% Silence=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Silence immunity: +32% Mana each turn: +0.22 Spellpower: +9 (+2 eff.) Rings make your fingers look great! |
sneakthief's stralite ring of perseverance =20% Stun=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+5 eff.) Changes stats: +7 Cun / +6 Dex Stun/Freeze immunity: +20% Life regen: +1.00 Rings make your fingers look great! |
voratun ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +15% acid / +27% fire / +28% lightning / +23% cold Rings make your fingers look great! |
voratun ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +19% acid / +18% fire / +20% lightning / +27% cold Rings make your fingers look great! |
Beludhena the Voidjeer (136% power, 6 apr, arcane element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +30% darkness / +15% arcane Changes damage: +3% mind / +15% darkness / +30% arcane Talent granted: +1 Command Staff Critical mult.: +21.54% Mana each turn: +0.36 Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +100.00 Spellpower: +25 (+5 eff.) Spell crit. chance: +5% It can be used to conjure elemental energy in a radius 10 cone, dealing 54.98 to 65.98 arcane damage Activation puts all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
Brenetothel the Obsidianbane (120% power, 4 apr, arcane element)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +3% darkness / +20% arcane Changes resistances penetration: +10% arcane Changes damage: +35% arcane / +9% darkness Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +9 (+2 eff.) Spell crit. chance: +14% Staves designed for wielders of magic, by the greats of the art. |
Cloudquake the dragonbone starstaff (136% power, 6 apr, physical element)Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +8.5% Defense: +20 (+5 eff.) Changes resistances: +12% lightning Changes resistances penetration: +15% lightning / +26% physical Changes damage: +27% arcane / +30% physical Talent granted: +1 Command Staff Critical mult.: +20.00% Only die when reaching: -84.66 life Spellpower: +15 (+3 eff.) Spell crit. chance: +18% Staves designed for wielders of magic, by the greats of the art. |
Uruhor (136% power, 6 apr, fire element) =guut=Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Mag / +11 Wil Changes resistances penetration: +20% blight Changes damage: +30% fire Talent granted: +1 Command Staff Critical mult.: +28.00% Mana each turn: +0.36 Mana when firing critical spell: +2.00 Maximum mana: +55.00 Spellpower: +42 (+8 eff.) Spell crit. chance: +19% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
Belotira the BreezesmasherInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes resistances: +33% acid / +18% nature Changes resistances penetration: +20% nature / +25% light Changes damage: +15% light / +27% nature Life regen: +3.60 Healing mod.: +30% A belt that goes around your waist. |
ravager's drakeskin leather belt of unlife =Undead Belt ! first t50=Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes resistances: +10% blight Changes resistances penetration: +9% physical Changes damage: +18% physical The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 60 ice Changes stats: +12 Mag Changes resistances: +25% cold / -15% fire / +8% all Changes damage: +25% cold It can be used to release a radius 4 chilling blast, instantly dealing 1001.13 cold damage and condensing the air into freezing vapors that deal 333.71 cold damage (based on Magic) each turn for 10 turns Activation costs 30 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Glitterpulverizer (3 def, 10 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +21 (+11 eff.) Armour: +10 Defense: +3 (+0 eff.) Fatigue: -7% Changes resistances: +6% mind / +26% cold Changes damage: +12% acid Physical save: +11 (+4 eff.) Mental save: +14 (+4 eff.) Only die when reaching: -50.00 life Maximum life: +80.00 Maximum stamina: +26.00 Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of the hunter (2 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +16 (+8 eff.) Defense: +2 (+0 eff.) Fatigue: -6% Changes stats: +3 Mag / +3 Wil Spell save: +8 (+2 eff.) Maximum life: +72.00 Maximum mana: +52.00 Maximum stamina: +15.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wanderer's Rest (4 def, 0 armour) =Immunity PIN=Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of drakeskin leather boots 'Firekin' (25 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +25 (+6 eff.) Effects on melee hit: * 20% chance to slow global speed by 62% Changes resistances: +14% lightning / +22% temporal / +7% physical / +9% acid Changes damage: +27% fire A pair of boots made of leather. |
Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Blindmaster (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +9 Cun Changes resistances: +9% light / +25% cold / +18% fire / +6% nature / +17% mind Changes resistances penetration: +10% light Changes damage: +19% mind / +17% cold Physical save: +13 (+5 eff.) Mental save: +33 (+9 eff.) Maximum psi: +33.00 Mindpower: +9 (+3 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Dairerand' (3 def, 4 armour)Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +4 Defense: +3 (+0 eff.) Changes stats: +1 Str / +7 Dex Changes resistances: +20% physical / +16% darkness / +14% blight / +13% nature / +19% mind Changes damage: +17% physical / +16% mind / +20% darkness Critical mult.: +5.00% Physical save: +13 (+5 eff.) Mental save: +17 (+5 eff.) Maximum hate: +14.00 Maximum psi: +33.00 Mindpower: +19 (+6 eff.) Mental crit. chance: +10% A pointy cloth hat, very wizardly... |
10 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
407 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. |
9 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Wyrm BileInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / blood It can be used to drink the vile fluid. A vial of thick, lumpy fluid. Who knows what this will do to you if you drink it? |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
16 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
17 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Goedalath RockPowered by arcane forces 0.10 Encumbrance. [Unique] Type: gem / demonic ; tier 5 When carried: Damage when hit (Melee): 34 healing Mental save: -18 (-6 eff.) Life regen: -2.00 Light radius: -2 Healing mod.: -50% When used to imbue an object: Physical power: +12 (+6 eff.) Damage when hit (Melee): 34 darkness Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+3 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
crystalomancer's dwarven-steel pickaxe (dig speed 30 turns) =dig=Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +3 Mag Maximum mana: +35.00 Spell crit. chance: +6% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Betimina the alchemist's lamp =GUT=Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +15% lightning / +6% nature Critical mult.: +20.00% Spell save: +18 (+4 eff.) Mindpower: +25 (+7 eff.) Light radius: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eldritch Pearl =Pearl !=Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+6 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+2 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 5.2 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 103.31 cold damage and 54.22 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 8 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Summertide Phial =light res=Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(148 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
dwarven lantern 'Blazeonslaught'Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 8 lightning Changes stats: +8 Mag Changes resistances: +13% darkness Changes resistances penetration: +15% fire / +20% arcane / +20% light Changes damage: +15% lightning / +18% fire / +30% light Damage affinity(heal): +5% light Spellpower: +15 (+3 eff.) Light radius: +6 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 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 236.88 light damage. At talent level 3 you gain 40% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+2 eff.) Mindpower: +10 (+3 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 5.0 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
69 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
9 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
13 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 788.48 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Skull of the Rat LichPowered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+2 eff.) Spell crit. chance: +4% It can be used to raise one or two undead rats to fight beside you Activation costs 70 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
Shinehunger the stralite torque of clear mind [power 4] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes resistances: +12% cold Changes resistances penetration: +15% mind Physical save: +18 (+6 eff.) Mental save: +18 (+5 eff.) Stun/Freeze immunity: +20% Light radius: +3 Healing mod.: +20% It can be used to remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged dwarven-steel torque of clear mind [power 3] (29 cooldown) =clean silence=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 29 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged stralite torque of mindblast [power 455] (18 cooldown) =silence=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to blast the opponent's mind dealing 510 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged voratun torque of psionic shield [power 217] (31 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all damage taken by 217 for 5 turns Activation puts all charms on cooldown for 31 turns. Torques are made by powerful psionics to store psionic powers. |
Bethenne [power 212] (15 cooldown) =raduc heal=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances penetration: +25% arcane Changes damage: +15% arcane Reduces incoming crit damage: 15.00% Maximum mana: +40.00 Damage Shield penetration: +20% It can be used to sting an enemy dealing 237 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 62% Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+5 eff.) Mindpower: +8 (+3 eff.) It can be used to call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.) Activation costs 50 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+3 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
dragonbone totem of healing 'Turyzilandil' [power 416] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Armour penetration: +2 Changes stats: +2 Mag / +3 Wil Changes resistances: +3% physical Critical mult.: +10.00% Maximum vim: +20.00 Spell crit. chance: +1% It can be used to heal yourself and all friendly characters within 10 spaces for 416 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. * Increase the duration of 3 beneficial effects by 3. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of stinging 'Yareyasin' [power 560] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +2 Wil Changes resistances penetration: +15% mind Maximum hate: +8.00 Mindpower: +25 (+7 eff.) It can be used to sting an enemy dealing 627 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. * Increase all damage by 26% for 2 turns. * Heal for 48. Natural totems are made by powerful wilders to store nature power. |
focusing elven-wood totem of healing [power 356] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal yourself and all friendly characters within 10 spaces for 356 Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
overpowered dragonbone totem of healing [power 914] (19 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 914 Activation puts all charms on cooldown for 19 turns. Natural totems are made by powerful wilders to store nature power. |
overpowered yew totem of healing [power 452] (19 cooldown) =Ally heal=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 452 Activation puts all charms on cooldown for 19 turns. Natural totems are made by powerful wilders to store nature power. |
10 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
evasive dragonbone wand of lightning storm [power 440] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 181 lightning damage and will be dazed for 1 turn (906 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Gain a 30% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered yew wand of shielding [power 362] (27 cooldown) =shield=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to create a shield absorbing up to 604 damage on yourself and all friendly characters within 10 spaces for 5 turns Activation puts all charms on cooldown for 27 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
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 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
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
A dangerous secret (Exploration mode)
Found the mysterious staff and told Last Hope about it.By Kwawana Firebeard the Dwarf Archmage level 33
13rd Dearth 123rd year of Ascendancy at 03:18 see stats
A different point of view (Exploration mode)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Kwawana Firebeard the Dwarf Archmage level 26
25th Gold 123rd year of Ascendancy at 07:55 see stats
Against all odds (Exploration mode)
Killed Ukruk in the ambush.By Kwawana Firebeard the Dwarf Archmage level 32
21st Wealth 123rd year of Ascendancy at 08:55 see stats
Anti-Antimagic! (Exploration mode)
Destroyed the Ziguranth camp with your Rhaloren allies.By Kwawana Firebeard the Dwarf Archmage level 27
21st Stralite 123rd year of Ascendancy at 00:56 see stats
Arachnophobia (Exploration mode)
Destroyed the spydric menace.By Kwawana Firebeard the Dwarf Archmage level 37
28th Dearth 123rd year of Ascendancy at 01:23 see stats
Back and there again (Exploration mode)
Opened a portal to the Far East from Maj'Eyal.By Kwawana Firebeard the Dwarf Archmage level 44
20th Gold 124th year of Ascendancy at 14:41 see stats
Bikining along! (Exploration mode)
Won the game without ever taking off her bikini.By Kwawana Firebeard the Dwarf Archmage level 50
15th Voratun 124th year of Ascendancy at 17:51 see stats
Brave new world (Exploration mode)
Went to the Far East and took part in the war.By Kwawana Firebeard the Dwarf Archmage level 36
23rd Dearth 123rd year of Ascendancy at 02:52 see stats
Bringer of Doom (Exploration mode)
Killed a Bringer of Doom.By Kwawana Firebeard the Dwarf Archmage level 34
18th Dearth 123rd year of Ascendancy at 16:44 see stats
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Kwawana Firebeard the Dwarf Archmage level 15
9th Wealth 122nd year of Ascendancy at 21:37 see stats
Demonic Invasion (Exploration mode)
Stopped a demonic invasion by closing their portal.By Kwawana Firebeard the Dwarf Archmage level 47
11st Stralite 124th year of Ascendancy at 10:58 see stats
Destroyer of the creation (Exploration mode)
Killed Slasul.By Kwawana Firebeard the Dwarf Archmage level 37
36th Dearth 123rd year of Ascendancy at 10:20 see stats
Destroyer's bane (Exploration mode)
Killed Golbug the Destroyer.By Kwawana Firebeard the Dwarf Archmage level 35
19th Dearth 123rd year of Ascendancy at 09:39 see stats
Dragon's Greed (Exploration mode)
Amassed 8000 gold pieces.By Kwawana Firebeard the Dwarf Archmage level 43
16th Gold 124th year of Ascendancy at 23:35 see stats
Evil denied (Exploration mode)
Won ToME by preventing the Void portal from opening.By Kwawana Firebeard the Dwarf Archmage level 50
15th Voratun 124th year of Ascendancy at 17:51 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Kwawana Firebeard the Dwarf Archmage level 18
8th Loss 122nd year of Ascendancy at 06:25 see stats
Eye of the storm (Exploration mode)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Kwawana Firebeard the Dwarf Archmage level 33
5th Dearth 123rd year of Ascendancy at 12:08 see stats
Fear of Fours (Exploration mode)
Killed all four bosses of the Slime Tunnels.By Kwawana Firebeard the Dwarf Archmage level 50
9th Voratun 124th year of Ascendancy at 11:29 see stats
Flooder (Exploration mode)
Defeated Ukllmswwik while doing his own quest.By Kwawana Firebeard the Dwarf Archmage level 38
37th Dearth 123rd year of Ascendancy at 01:50 see stats
Guiding Hand (Exploration mode)
Saved all escorted adventurers.By Kwawana Firebeard the Dwarf Archmage level 34
16th Dearth 123rd year of Ascendancy at 12:35 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Kwawana Firebeard the Dwarf Archmage level 26
25th Gold 123rd year of Ascendancy at 03:39 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Kwawana Firebeard the Dwarf Archmage level 10
7th Profit 122nd year of Ascendancy at 22:16 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Kwawana Firebeard the Dwarf Archmage level 20
15th Shortage 122nd year of Ascendancy at 19:05 see stats
Level 30 (Exploration mode)
Got a character to level 30.By Kwawana Firebeard the Dwarf Archmage level 30
38th Profit 123rd year of Ascendancy at 05:15 see stats
Level 40 (Exploration mode)
Got a character to level 40.By Kwawana Firebeard the Dwarf Archmage level 40
13rd Iron 124th year of Ascendancy at 21:43 see stats
Level 50 (Exploration mode)
Got a character to level 50.By Kwawana Firebeard the Dwarf Archmage level 50
31st Stralite 124th year of Ascendancy at 00:28 see stats
Lucky Girl (Exploration mode)
Saved Melinda again and invited her to the Fortress to cure her.By Kwawana Firebeard the Dwarf Archmage level 26
30th Gold 123rd year of Ascendancy at 06:26 see stats
Oozemancer (Exploration mode)
Destroyed the corrupted oozemancer.By Kwawana Firebeard the Dwarf Archmage level 31
8th Wealth 123rd year of Ascendancy at 16:37 see stats
Orcrist (Exploration mode)
Killed the leaders of the Orc Pride.By Kwawana Firebeard the Dwarf Archmage level 50
43rd Stralite 124th year of Ascendancy at 06:55 see stats
Portal reaver (Exploration mode)
Fought the two Sorcerers and closed two invocation portals.By Kwawana Firebeard the Dwarf Archmage level 50
15th Voratun 124th year of Ascendancy at 17:51 see stats
Race through fire (Exploration mode)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Kwawana Firebeard the Dwarf Archmage level 48
12nd Stralite 124th year of Ascendancy at 17:52 see stats
Rescuer of the lost (Exploration mode)
Rescued the merchant from the assassin lord.By Kwawana Firebeard the Dwarf Archmage level 19
6th Shortage 122nd year of Ascendancy at 14:24 see stats
Savior of the damsels in distress (Exploration mode)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Kwawana Firebeard the Dwarf Archmage level 26
16th Steel 123rd year of Ascendancy at 09:41 see stats
Size is everything (Exploration mode)
Did over 1500 damage in one attack.By Kwawana Firebeard the Dwarf Archmage level 50
17th Profit 124th year of Ascendancy at 18:37 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Kwawana Firebeard the Dwarf Archmage level 29
33rd Profit 123rd year of Ascendancy at 10:00 see stats
Sliders (Exploration mode)
Activated a portal using the Orb of Many Ways.By Kwawana Firebeard the Dwarf Archmage level 35
19th Dearth 123rd year of Ascendancy at 11:29 see stats
Squadmate (Exploration mode)
Escaped from Reknor alive with your squadmate Norgan.By Kwawana Firebeard the Dwarf Archmage level 5
19th Voratun 122nd year of Ascendancy at 07:22 see stats
Tales of the Spellblaze (Exploration mode)
Learned the eight chapters of the Spellblaze Chronicles.By Kwawana Firebeard the Dwarf Archmage level 26
25th Gold 123rd year of Ascendancy at 07:55 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Kwawana Firebeard the Dwarf Archmage level 12
12nd Profit 122nd year of Ascendancy at 00:02 see stats
The Legend of Garkul (Exploration mode)
Learned the five chapters of the Legend of Garkul.By Kwawana Firebeard the Dwarf Archmage level 26
25th Gold 123rd year of Ascendancy at 07:55 see stats
The Rat Lich (Exploration mode)
Killed the terrible Rat Lich.By Kwawana Firebeard the Dwarf Archmage level 27
19th Stralite 123rd year of Ascendancy at 09:13 see stats
The Restless Dead (Exploration mode)
Disturbed an old battlefield and survived the consequences.By Kwawana Firebeard the Dwarf Archmage level 33
27th Wealth 123rd year of Ascendancy at 23:20 see stats
The Sun Still Shines (Exploration mode)
Aeryn survived the last battle.By Kwawana Firebeard the Dwarf Archmage level 50
15th Voratun 124th year of Ascendancy at 17:51 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Kwawana Firebeard the Dwarf Archmage level 32
27th Wealth 123rd year of Ascendancy at 09:00 see stats
There and back again (Exploration mode)
Opened a portal to Maj'Eyal from the Far East.By Kwawana Firebeard the Dwarf Archmage level 40
29th Iron 124th year of Ascendancy at 00:21 see stats
Thralless (Exploration mode)
Freed at least 30 enthralled slaves in the slavers' compound.By Kwawana Firebeard the Dwarf Archmage level 24
10th Steel 123rd year of Ascendancy at 17:12 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By Kwawana Firebeard the Dwarf Archmage level 28
6th Voratun 123rd year of Ascendancy at 19:16 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Kwawana Firebeard the Dwarf Archmage level 19
21st Loss 122nd year of Ascendancy at 01:27 see stats
Vampire crusher (Exploration mode)
Destroyed the Master in its lair of the Dreadfell.By Kwawana Firebeard the Dwarf Archmage level 31
20th Wealth 123rd year of Ascendancy at 17:48 see stats
Well trained (Exploration mode)
Deal one million damage to training dummies in a single training session.By Kwawana Firebeard the Dwarf Archmage level 50
17th Profit 124th year of Ascendancy at 21:40 see stats
Log
Today is the 6th Wealth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 07:51.
Lore found: second mural painting
Lore found: third mural painting
Lore found: clue (ruined dungeon)
Lore found: Lament for Lands now Lost
Lore found: ninth mural painting
Lore found: eighth mural painting
Lore found: infinite dungeon (ruined dungeon)
Lore found: seventh mural painting
Lore found: fourth mural painting
Lore found: clue (ruined dungeon)
Lore found: clue (ruined dungeon)
Lore found: closing the void farportal
Lore found: Declaration of the Unification of the Allied Kingdoms
Lore found: magical barrier
Lore found: order for director Hompalan
Lore found: Nature vs Magic
Lore found: Mocking Note
Lore found: A creased letter
Lore found: sacrificial altar
Lore found: slain master
Lore found: clue (ruined dungeon)
Lore found: clue (ruined dungeon)
Lore found: clue (ruined dungeon)
Lore found: fifth mural painting
Lore found: lost farportal
Lore found: Angolwen Fountain
Lore found: sixth mural painting
Lore found: first mural painting

































































































































































