










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Higher |
| Class | Archmage |
| Level / Exp | 50 / 2560% |
| Size | medium |
| Lifes / Deaths | Killed by Xanirawyn the wolf at level 11 on the 6th Mirth 122nd year of Ascendancy at 02:42 2 / 5Killed by Layedhevea the elven warrior at level 27 on the 7th Haze 122nd year of Ascendancy at 21:00 Killed by elven blood mage at level 27 on the 7th Haze 122nd year of Ascendancy at 22:37 Killed by Kra'Tor the Gluttonous at level 40 on the 57th Haze 122nd year of Ascendancy at 17:43 Killed by Iveda the naga myrmidon at level 44 on the 28th Regrowth 123rd year of Ascendancy at 15:40 |
Primary Stats
| Strength | 1 (base 9) |
| Dexterity | 54 (base 31) |
| Constitution | 18 (base 13) |
| Magic | 149 (base 63) |
| Willpower | 95 (base 59) |
| Cunning | 103 (base 65) |
Resources
| Life | 672/672 |
| Mana | 541/557 |
| Healing Factor | 1.0711363549267 |
| Regeneration | 2.4100567985851 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +46.20512205326% |
| Spell | 0% |
| Global | +130.07221286943% |
Vision
| Sight | 15 |
| Lite | 10 |
| Infravision | 3 |
| See Stealth | 43.550754193907 |
| See Invisible | 78.708740287544 |
| ESP Range | 15 |
| ESP Kinds | animal/canine, elemental/xorn |
Offense: Mainhand
| Damage | 47 |
| Accuracy | 38 |
| Crit Chance | 33% |
| APR | 28 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 104 |
| Crit Chance | 95% |
| Speed | 1 |
| Cooldown Reduction | 50 |
Offense: Mind
| Mindpower | 60 |
| Crit Chance | 35% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +45% |
| Arcane | +27% |
| Cold | +72% |
| All | +12% |
| Lightning | +169% |
| Darkness | +27% |
| Mind | +39% |
| Fire | +44% |
| Nature | +24% |
Offense: Damage Penetration
| Lightning | +80% |
| Mind | +50% |
| All | +15% |
Defense: Base
| Armour (hardiness) | 44 (50.65183292883%) |
| Defense | 84 |
| Ranged Defense | 92 |
| Fatigue | 0 |
| Physical Save | 34 |
| Spell Save | 56 |
| Mental Save | 48 |
Defense: Resistances
| Acid | + 38%( 70%) |
| Arcane | + 33%( 70%) |
| Cold | + 46%( 70%) |
| All | + 5%( 70%) |
| Lightning | + 61%( 70%) |
| Light | + 46%( 70%) |
| Physical | + 18%( 70%) |
| Darkness | + 17%( 70%) |
| Fire | + 48%( 70%) |
| Nature | + 14%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 97% |
| Bleed Resistance | 0% |
| Confusion Resistance | 71% |
| Stun Resistance | 100% |
| Pinning Resistance | 100% |
| Poison Resistance | 0% |
| Blind Resistance | 88% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 1110 damage for 6 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 5 turns and blocking 331 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 Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 12 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 1170% for 10 turns (459 total) and instantly restoring 58 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 923% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 15 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. |
Class Talents
| Spell / Meta | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Spell / Arcane | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Generic Talents
| Race / Higher | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Hurricane |
| talent | Disruption Shield |
| talent | Keen Senses |
| talent | Chant of Fortress |
| talent | Feather Wind |
| talent | Thunderstorm |
| talent | Spellcraft |
| talent | Tempest |
| talent | Aether Permeation |
| talent | Essence of Speed |
| talent | Premonition |
| talent | Shielding |
| talent | Phantasmal Shield |
| beneficial effect | The target is using talents without consuming resources. Highborn's Bloom |
| detrimental effect | The more you use runes, the longer they will take to recharge (+9 cooldowns). Runic Saturation |
| beneficial effect | Detects creatures of type elemental/xorn in radius 15. Overseer of Nations |
| detrimental effect | Ethereal Form bonuses reduced by 10% Ethereal Form |
| beneficial effect | The target's spellpower has been increased by 42. Spellsurge |
| beneficial effect | Reduces light damage received by 43%. Premonition Shield |
| beneficial effect | Lightning damage increased by 20%. Born into Magic |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | The target is surrounded by a time distortion, absorbing 2255/1262 damage and sending it forward in time. While active all newly applied status effects durations are reduced by 0%. Time Shield |
| beneficial effect | The target is surrounded by a magical shield, absorbing 2391/1110 damage before it crumbles. Damage Shield |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is infected by a disease, reducing its strength by 63 and doing 89.10 blight damage per turn. Weakness Disease |
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. | active |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Tempest's Temporal Clone. Escort: lost defiler (level 4 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Daikara. Escort: lost tinker (level 1 of Daikara)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by Adirabeth the great wolf. Escort: lost warrior (level 3 of Trollmire) | failed |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 2066. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed multi-hued wyrm scale. * You've found the needed ritch stinger. * You've found the needed giant spider spinneret. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed xorn fragment. * You've found the needed vial of elder vampire blood. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived 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 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 |
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. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to 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 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 | Corruptionfoe the pair of voratun boots (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * 20% chance to slow global speed by 63% Changes stats: +3 Cun Changes resistances penetration: +25% mind Changes damage: +9% mind Silence immunity: +47% Confusion immunity: +50% Stun/Freeze immunity: +50% Psi when hit: +0.24 Mental crit. chance: +6% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Icesaw the alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 10 lightning Changes stats: +3 Str / +3 Dex Changes damage: +6% lightning / +30% cold Blindness immunity: +38% Confusion immunity: +21% Light radius: +9 See stealth: +17 See invisible: +17 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 27 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| 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 (+2 eff.) Mindpower: +15 (+4 eff.) This jeweled crown shimmers with colors. |
| Tool | Murknoon the voratun pickaxe (dig speed 22 turns)Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +4 Mag Changes resistances: +9% nature Changes damage: +12% nature / +15% mind Maximum mana: +52.00 Spell crit. chance: +9% Lowers spell cool-downs by: 20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Talent granted: +1 Aether Permeation You have set the ring to grant you Aether Permeation! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
| On fingers | voratun Windborne Azurite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Dex / +5 Mag / +16 Cun Changes damage: +20% lightning Damage affinity(heal): +20% lightning Spellpower: +10 (+1 eff.) Movement speed: +15% Chance to avoid any damage: +8% Rings make your fingers look great! |
| Around waist | Amoronik the drakeskin leather beltPowered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +20 Mag / +14 Wil Changes resistances: +10% acid / +10% fire / +8% cold / +9% lightning Mana each turn: +0.54 Psi when hit: +0.20 Maximum mana: +57.00 Maximum hate: +8.00 Spell crit. chance: +6% A belt that goes around your waist. |
| In main hand | Boltvile (30-36 power, 6 apr, lightning 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. Base power: 30.0 - 36.0 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: Defense: +17 (+3 eff.) Changes resistances penetration: +10% mind / +15% lightning Changes damage: +51% lightning / +3% mind Talent granted: +1 Command Staff Mana each turn: +0.34 Maximum mana: +100.00 Spellpower: +22 (+3 eff.) Spell crit. chance: +19% Damage Shield penetration: +28% Damage Shield Power: +15% Staves designed for wielders of magic, by the greats of the art. |
| On hands | Storm Bringer's Gauntlets (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +15% lightning Critical mult.: +20.00% Spellpower: +12 (+2 eff.) Spell crit. chance: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Main armor | Robe of the Archmage (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Damage when hit (Melee): 15 arcane Changes stats: +6 Mag / +6 Wil / +6 Cun Changes resistances: +10% lightning / +10% cold / +10% fire / +10% arcane / +13% all Changes damage: +12% all Spell save: +20 (+6 eff.) Mental save: +15 (+5 eff.) Silence immunity: +50% Mana each turn: +2.00 Spellpower: +15 (+2 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
| Cloak | Ethereal Embrace (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 28 power out of 28/28) : Effective talent level: 2.8 Power cost: 28 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 222.93 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
| Around neck | Aerodin the voratun amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +15 Defense: +25 (+5 eff.) Changes stats: +10 Mag Changes damage: +8% acid / +7% fire / +8% lightning / +5% cold Critical mult.: +18.00% Reduces incoming crit damage: 15.00% Life regen: +2.00 Mana each turn: +0.54 Spellpower on spell critical (stacks up to 3 times): +9 Only die when reaching: -40.00 life Maximum mana: +80.00 Spellpower: +20 (+3 eff.) Spell crit. chance: +5% Amulets make your neck look great! |
Inventory
This item will automatically be transmogrified when you leave the level.heroism infusion (die at -531; dur 10; cd 31) 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: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 10 turns. While Heroism is active, you will only die when reaching -531 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 531 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 568%; cd 8)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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 568% 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 Dexterity 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. |
This item will automatically be transmogrified when you leave the level.movement infusion of the psychic (speed 1078%; cd 8) 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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1078% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 833%; cd 12)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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 833% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 39%; physical; dur 3; cd 13)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: 14 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 39% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning 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 wizard (res 45%; physical; 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: 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 45% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic 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. |
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: 12 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 1773 damage for 7 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. |
Rune of the Rift (530.00 temporal damage, removed from time 4 turns)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: 6 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 593.60 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
This item will automatically be transmogrified when you leave the level.blink rune (range 8; phase 27; cd 18) 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: 8 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. 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. |
manasurge rune of the duelist (regen 1150% over 10 turns; mana 58; 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: 12 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 1150% for 10 turns (451 total) and instantly restoring 58 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity 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 psychic (absorb 1366; dur 7; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 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 1366 damage for 7 turns. 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. |
shielding rune of the wizard (absorb 1309; dur 6; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 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 1309 damage for 6 turns. Its effects scale with your Magic 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 of the psychic (threshold 75; blocks 7; dur 4; 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: 13 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 75 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. |
stormshield rune of the wizard (threshold 57; blocks 9; dur 4; cd 12)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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 57 up to 9 times. Its effects scale with your Magic 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! |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Daimeyagen the PusoraclePowered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 63% Changes stats: +3 Wil / +4 Mag Changes resistances: +6% temporal Changes resistances penetration: +20% nature / +10% temporal Changes damage: +8% acid / +6% lightning / +6% fire / +3% nature / +6% cold Mental save: +13 (+4 eff.) Cut immunity: +60% Confusion immunity: +19% Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Mindpower: +9 (+2 eff.) Healing mod.: +22% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 370 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Demongrind the voratun amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 28% Damage when hit (Melee): 6 darkness Changes resistances: +17% light / +7% physical / +20% darkness / +22% mind Changes resistances penetration: +10% darkness Changes damage: +3% darkness / +6% blight Blindness immunity: +38% Confusion immunity: +27% Stamina each turn: +0.70 Amulets make your neck look great! |
Issisatar the ShimmerwakeInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 2 lightning Changes stats: +3 Cun Changes resistances: +9% darkness / +6% cold Changes resistances penetration: +5% lightning / +5% cold / +5% darkness Amulets make your neck look great! |
Tidegrind the voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Defense: +15 (+3 eff.) Damage when hit (Melee): 6 acid Changes stats: +10 Str Changes resistances: +12% acid / +15% cold Changes damage: +15% cold Mental save: +15 (+5 eff.) Silence immunity: +20% Healing mod.: +10% Amulets make your neck look great! |
copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Amulets make your neck look great! |
restful steel amulet of magic (+4)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Mag Life regen: +1.00 Amulets make your neck look great! |
steel amulet 'Alidunaratar'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Con / +4 Wil Blindness immunity: +14% Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +8 Infravision radius: +3 Sight radius: +2 See invisible: +5 Amulets make your neck look great! |
voratun amulet 'Firehunter'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +6 (+6 eff.) Defense: +5 (+1 eff.) Changes resistances: +15% acid / +13% fire / +3% temporal / +25% cold Changes resistances penetration: +20% fire Changes damage: +7% physical Reduces incoming crit damage: 5.00% Blindness immunity: +22% Infravision radius: +5 Sight radius: +2 See invisible: +7 Combat speed: +10% Amulets make your neck look great! |
wanderer's gold amulet of mastery (0.26 Spell / Temporal)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Changes stats: +5 Dex / +5 Cun / +5 Con Talent mastery: +0.26 Spell / Temporal Life regen: +3.00 Stamina each turn: +0.80 Movement speed: +10% Amulets make your neck look great! |
Emelyldanor the copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+6 eff.) Damage when hit (Melee): 4 arcane Changes resistances penetration: +5% blight Changes damage: +3% arcane Equilibrium when hit: +0.16 Spellpower: +6 (+1 eff.) Mindpower: +20 (+5 eff.) Rings make your fingers look great! |
Glolaith the StokebiterPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 temporal Changes stats: +2 Cun / +2 Wil Changes resistances: +9% fire Changes resistances penetration: +20% mind Silence immunity: +30% Mana each turn: +0.20 Mental crit. chance: +6% Rings make your fingers look great! |
Gunne the GlowlorePowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +9% light / +9% temporal Changes resistances penetration: +5% light Changes damage: +12% nature / +3% temporal Silence immunity: +26% Mana each turn: +0.14 Light radius: +1 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings make your fingers look great! |
Samehek the BlastrigorInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +30 (+10 eff.) Armour penetration: +5 Physical power: +20 (+19 eff.) Changes stats: +4 Dex / +8 Wil / +4 Con Changes resistances: +4% physical Changes resistances penetration: +20% lightning Changes damage: +9% darkness Mental save: +16 (+5 eff.) Rings make your fingers look great! |
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 33.60 cold and 21.88 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. |
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 (+4 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+1 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: 6.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 409.27 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. |
VoidvagrantInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes resistances: +20% nature Changes resistances penetration: +5% darkness Changes damage: +9% acid / +10% nature / +15% darkness Rings make your fingers look great! |
gladiator's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+10 eff.) Changes stats: +6 Str / +6 Con Rings make your fingers look great! |
marksman's copper ring of lightning (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +22% lightning Changes damage: +11% lightning Rings make your fingers look great! |
psionicist's copper ring of light (+22%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +22% light Changes damage: +11% light Mental save: +6 (+2 eff.) Rings make your fingers look great! |
stralite ring 'Moldwarden'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 63% Changes stats: +6 Cun Changes resistances: +36% lightning / +12% nature Changes damage: +18% lightning Hate when firing a critical mind attack: +4.00 Maximum hate: +2.00 Mental crit. chance: +3% Rings make your fingers look great! |
voratun ring 'Blazewrest'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +30 (+10 eff.) Changes stats: +15 Dex / +8 Mag / +13 Cun Changes resistances: +30% lightning / +6% cold / +5% arcane Spellpower: +14 (+2 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.voratun longsword of projection (41-57 power, 6 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.gifted living mindstar of sand (17-19 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 18 physical Changes resistances: +17% physical Changes resistances penetration: +19% physical Changes damage: +20% physical Talent granted: +1 Attune Mindstar Mindpower: +20 (+5 eff.) Mental crit. chance: +5% 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. |
This item will automatically be transmogrified when you leave the level.living mindstar 'Frozenreign' (23-25 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 23.0 - 25.3 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 27% chance to reduce strength, dexterity, and constitution by 40 Damage (radius 2) on crit: +12 cold When wielded/worn: Changes stats: +3 Wil Changes resistances: +21% blight Changes resistances penetration: +34% blight / +20% arcane Changes damage: +12% cold Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Talent granted: +1 Attune Mindstar Spell save: +9 (+3 eff.) Stamina each turn: +4.08 Spellpower on spell critical (stacks up to 3 times): +14 Hate per kill: +4.00 Psi per kill: +5.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Damage Shield penetration: +41% It can be used to inflict 184.87 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Activation puts all charms on cooldown for 20 turns. 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. |
Duverach (20-24 power, 4 apr, lightning element)Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 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: Defense: +7 (+1 eff.) Changes stats: +4 Str / +3 Dex / +2 Cun Changes damage: +20% lightning Talent granted: +1 Command Staff Critical mult.: +26.00% Spellpower: +9 (+1 eff.) Spell crit. chance: +17% Light radius: +5 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 222.73 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Earinik the Glimmerknight (30-36 power, 6 apr, temporal 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. Base power: 30.0 - 36.0 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: +11.0% Damage (Melee): 15 arcane Changes stats: +8 Mag / +6 Cun / +7 Con Changes damage: +30% temporal / +12% arcane / +12% light Talent granted: +1 Command Staff Critical mult.: +21.00% Mana each turn: +0.60 N.Energy each turn: +0.20 Vim when firing critical spell: +7.00 Maximum mana: +90.00 Maximum vim: +50.00 Maximum pos.energy: +10.00 Maximum neg.energy: +59.00 Spellpower: +38 (+6 eff.) Spell crit. chance: +5% Light radius: +3 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. |
Stormripper (10-12 power, 2 apr, cold element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +2 Str / +2 Con Changes damage: +9% lightning / +10% cold Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff 'Smolderreek' (15-18 power, 3 apr, lightning element)Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +6.0% Physical power: +5 (+5 eff.) Defense: +12 (+2 eff.) Changes resistances: +6% light / +3% cold Changes damage: +15% lightning / +6% fire Talent granted: +1 Command Staff Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 222.73 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Infernovile' (38-46 power, 6 apr, lightning 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. Base power: 38.0 - 45.6 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: +2 Cun Changes resistances penetration: +10% fire Changes damage: +38% lightning / +1% fire Talent granted: +1 Command Staff Mental save: +9 (+3 eff.) Mana each turn: +0.33 Vim when firing critical spell: +4.00 Maximum hate: +4.00 Maximum vim: +19.00 Spellpower: +42 (+7 eff.) Spell crit. chance: +14% Mental crit. chance: +2% 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. |
This item will automatically be transmogrified when you leave the level.dragonbone starstaff (30-36 power, 6 apr, darkness element) Requires: - Magic 48 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 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 damage: +30% darkness Talent granted: +1 Command Staff Spellpower: +15 (+2 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff (10-12 power, 2 apr, acid element)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid Talent granted: +1 Command Staff Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.flaming orichalcum trident of crippling (54-87 power, 16 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 54.5 - 87.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +28 fire When wielded/worn: Physical crit. chance: +17.0% 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.Muckwell (40-57 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 257 damage over 5 turns and reducing armor and accuracy by 33 Damage (Melee): +24 lightning / +27 arcane Damage (radius 1) on hit: +16 lightning When wielded/worn: Effects on melee hit: * 27% chance to slow global speed by 63% Damage when hit (Melee): 8 mind Changes resistances: +21% nature Changes damage: +21% lightning / +15% arcane / +18% nature / +12% mind Mana when firing critical spell: +2.72 One-handed war axes. |
This item will automatically be transmogrified when you leave the level.voratun waraxe (38-53 power, 6 apr) Requires: - Strength 48 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 38.0 - 53.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% One-handed war axes. |
BalancepierceInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Armour: +4 Changes stats: +7 Str / +17 Dex / +10 Wil / +13 Cun Changes resistances: +6% nature / +1% physical Physical save: +17 (+8 eff.) Spell save: +20 (+6 eff.) Mental save: +20 (+6 eff.) Maximum life: +70.00 Mental crit. chance: +11% A belt that goes around your waist. |
Dagytovor the DourwindInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 6 arcane Changes resistances: +15% blight / +9% nature / +12% darkness Changes damage: +6% blight Physical save: +15 (+7 eff.) Mental save: +15 (+5 eff.) Disarm immunity: +21% Only die when reaching: -84.29 life Maximum life: +60.00 Mindpower: +12 (+3 eff.) Healing mod.: +21% A belt that goes around your waist. |
FogwritherPowered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +15 (+15 eff.) Damage when hit (Melee): 2 light Changes stats: +5 Str / +5 Con Changes resistances: +3% darkness Changes resistances penetration: +5% blight Critical mult.: +15.00% Physical save: +13 (+6 eff.) Mental save: +29 (+9 eff.) Vim when firing critical spell: +2.07 Spellpower: +23 (+4 eff.) Spell crit. chance: +2% Size category: +1 A belt that goes around your waist. |
FreezeblackCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+1 eff.) Damage when hit (Melee): 2 mind Changes resistances: +9% cold Changes damage: +3% acid / +6% cold Stealth bonus: +6 A belt that goes around your waist. |
HealwolfPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+5 eff.) Effects on melee hit: * 20% chance to slow global speed by 63% Damage when hit (Melee): 6 nature Changes resistances penetration: +25% nature / +5% cold Critical mult.: +11.00% Physical save: +8 (+4 eff.) Mental save: +15 (+5 eff.) Spellpower: +10 (+1 eff.) Mindpower: +11 (+3 eff.) A belt that goes around your waist. |
KemasusInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +6% temporal / +3% light Cut immunity: +20% Silence immunity: +20% Knockback immunity: +10% Maximum life: +20.00 A belt that goes around your waist. |
blurring rough leather belt of the mysticPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+1 eff.) Stealth bonus: +7 Mental save: +5 (+1 eff.) Spellpower: +3 (+0 eff.) A belt that goes around your waist. |
drakeskin leather belt 'Borysus'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Changes stats: +5 Dex / +8 Mag / +7 Cun Changes resistances penetration: +15% mind Critical mult.: +5.00% Mental save: +19 (+6 eff.) Mana each turn: +0.60 Maximum mana: +46.00 Spellpower: +9 (+1 eff.) Mindpower: +20 (+5 eff.) Mental crit. chance: +10% A belt that goes around your waist. |
Brightfame (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +9 Str / +5 Mag / +8 Con Changes resistances: +9% acid / +8% fire / +9% lightning / +9% cold Changes resistances penetration: +20% light Physical save: +12 (+6 eff.) Maximum life: +86.00 Damage Shield penetration: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eladawen the Blindcrypt (18 def, 18 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +18 Defense: +18 (+3 eff.) Changes stats: +2 Mag / +3 Wil Changes resistances: +3% light / +41% cold / +6% nature / +3% temporal Changes damage: +3% darkness Spell save: +9 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Uridunachak the Blindbreak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 2 light Changes stats: +2 Str / +2 Con Changes resistances: +9% light Changes resistances penetration: +5% lightning Changes damage: +6% lightning / +9% mind Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zikhad (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Defense: +1 (+0 eff.) Changes resistances: +3% lightning Spell save: +3 (+1 eff.) Equilibrium when hit: +0.04 Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Betuyara' (21 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +21 (+4 eff.) Changes stats: +4 Str / +4 Wil / +3 Cun / +4 Con Changes resistances: +20% light / +22% fire Stealth bonus: +10 Physical save: +15 (+7 eff.) Mental save: +18 (+6 eff.) Poison immunity: +20% Maximum life: +49.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eilinetha (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +8 Wil / +16 Mag Changes resistances: +15% darkness / +17% mind / +15% all Changes resistances penetration: +8% temporal / +12% physical Changes damage: +15% temporal / +15% arcane / +23% physical Critical mult.: +15.00% Reduces incoming crit damage: 10.00% Physical save: +16 (+7 eff.) Spell save: +18 (+6 eff.) Mental save: +38 (+12 eff.) Mana each turn: +0.22 Psi each turn: +0.35 Only die when reaching: -20.00 life Reduces paradox anomalies(equivalent to willpower): +16 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Glena the elven-silk robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +1 Mag / +2 Wil / +10 Con Changes resistances: +45% lightning / +45% cold / +15% all Changes damage: +30% lightning / +30% cold / +30% nature / +12% blight Poison immunity: +39% Disease immunity: +42% Spell crit. chance: +3% Damage Shield penetration: +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Mardydur the Skysaw (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 51% * 20% chance to reduce damage dealt by 28% Changes resistances: +19% acid / +6% lightning / +7% all Changes resistances penetration: +10% lightning Changes damage: +16% acid / +9% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+2 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+5 eff.) Spell save: +10 (+4 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
cashmere robe of power (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +11% all Changes damage: +8% all Spellpower: +13 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dispeller's silk robe of Linaniil (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +8% lightning / +9% darkness / +8% light / +7% blight / +8% fire / +8% cold / +13% all Physical save: +12 (+6 eff.) Spell save: +34 (+10 eff.) Mental save: +16 (+5 eff.) Mana each turn: +0.26 Maximum mana: +62.00 Spellpower: +23 (+4 eff.) Spell crit. chance: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.elven-silk robe of power (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +15% all Changes damage: +18% all Spellpower: +20 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of power (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all Changes damage: +7% all Spellpower: +11 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven silk robe of Linaniil (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +5 Str / +6 Mag / +8 Wil Changes resistances: +7% lightning / +8% cold / +13% all Changes damage: +16% lightning / +9% physical / +14% cold Mana each turn: +0.22 Maximum mana: +52.00 Spellpower: +21 (+3 eff.) Spell crit. chance: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Elessra (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +5 Mag / +3 Wil / +3 Cun / +2 Con Changes damage: +6% acid / +6% blight Disease immunity: +23% Mana when firing critical spell: +2.00 Spellpower: +34 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Glildakira the Shadowbraid (16 def, 14 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+6 eff.) Armour: +14 Defense: +16 (+3 eff.) Changes stats: +15 Dex / +2 Wil Changes resistances: +6% acid / +3% darkness / +15% fire / +10% cold / +12% lightning Changes resistances penetration: +5% mind / +13% physical Changes damage: +6% darkness / +6% mind Critical mult.: +10.00% Mindpower: +10 (+3 eff.) Mental crit. chance: +2% A pair of boots made of leather. |
Harykath the Freezequake (10 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +10 (+2 eff.) Damage when hit (Melee): 6 cold Changes resistances penetration: +5% blight Changes damage: +6% blight Critical mult.: +15.00% Spellpower: +4 (+0 eff.) Spell crit. chance: +1% A pair of boots made of leather. |
Magmaquench the pair of voratun boots (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -6% Changes stats: +3 Mag / +9 Wil / +8 Con Changes resistances penetration: +12% physical Changes damage: +12% fire Critical mult.: +10.00% Maximum encumbrance: +43 Physical save: +12 (+6 eff.) Only die when reaching: -20.00 life Mindpower: +9 (+2 eff.) It can be used to blink to a nearby random location (rad 15) Activation puts all charms on cooldown for 25 turns. 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.Murig the Quenchresolve (0 def, 14 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Effects on melee hit: * 27 arcane resource burn Damage when hit (Melee): 12 cold Changes stats: +9 Dex / +4 Mag Changes resistances: +20% temporal / +12% light / +27% darkness Mindpower: +35 (+9 eff.) Infravision radius: +3 A pair of boots made of leather. |
Neruta the Obsidiantooth (21 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +30 (+24 eff.) Armour: +12 Defense: +21 (+4 eff.) Fatigue: -5% Damage when hit (Melee): 2 darkness Changes stats: +2 Str / +11 Dex Changes resistances: +9% darkness Critical mult.: +5.00% Maximum encumbrance: +40 Physical save: +18 (+8 eff.) Infravision radius: +3 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.Polydhena the Blindpower (0 def, 5 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -6% Changes stats: +6 Con Changes resistances: +24% light / +9% acid Changes resistances penetration: +25% light Critical mult.: +15.00% Mental save: +24 (+8 eff.) Blindness immunity: +27% Cut immunity: +27% Confusion immunity: +27% Pinning immunity: +27% Stamina each turn: +0.90 Maximum life: +60.00 Light radius: +4 Movement speed: +10% 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.Silonor (0 def, 5 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Armour: +5 Effects on melee hit: * 27% chance to reduce all saves and defense by 35 Changes stats: +12 Cun / +6 Wil Changes damage: +24% arcane Physical save: +15 (+7 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+5 eff.) Hate when firing a critical mind attack: +4.00 Maximum hate: +13.60 Maximum psi: +68.01 Mindpower: +35 (+9 eff.) A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.fleetfooted pair of drakeskin leather boots of invasion (20 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+6 eff.) Armour: +5 Defense: +20 (+4 eff.) Changes stats: +6 Dex Changes resistances penetration: +15% physical A pair of boots made of leather. |
invigorating pair of hardened leather boots of massiveness (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -6% Changes stats: +5 Str / +5 Con Changes damage: +7% physical Stamina each turn: +0.50 Maximum life: +43.00 Movement speed: +10% Size category: +1 A pair of boots made of leather. |
pair of hardened leather boots 'Cyriledamira' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +6 Str / +4 Dex / +4 Cun / +8 Con Changes resistances: +20% blight / +9% temporal Changes damage: +9% temporal / +8% physical Size category: +1 A pair of boots made of leather. |
pair of rough leather boots 'Blastwrecker' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +5 (+5 eff.) Armour: +1 Changes resistances: +3% lightning / +5% fire / +5% cold Changes resistances penetration: +5% light / +10% physical A pair of boots made of leather. |
pair of rough leather boots 'Freezebringer' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +7 Str / +2 Wil / +2 Con Changes resistances penetration: +5% cold Reduces incoming crit damage: 5.00% See invisible: +9 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
pair of rough leather boots 'Polynor' (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Changes stats: +6 Wil Changes resistances: +7% fire / +5% cold Disease immunity: +20% Stun/Freeze immunity: +20% Equilibrium when hit: +0.04 Maximum psi: +10.00 A pair of boots made of leather. |
dwarven-steel gauntlets 'Korihek' (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +18 (+6 eff.) Armour: +2 Fatigue: +3% Changes stats: +5 Cun / +4 Dex Changes resistances: +6% fire Physical save: +6 (+3 eff.) Spell save: +15 (+5 eff.) Only die when reaching: -40.00 life Maximum life: +80.00 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. |
rough leather gloves of the juggernaut (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Con Physical save: +10 (+5 eff.) Spell save: +3 (+1 eff.) Mental save: +4 (+1 eff.) Disarm immunity: +22% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, 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 Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady hardened leather gloves of spellstriking (0 def, 2 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +2 Damage (Melee): 6 arcane Changes stats: +3 Mag / +5 Wil Changes resistances: +4% arcane Changes damage: +5% arcane Physical save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +23% Spellpower: +5 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Baluntir the iron helm (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 8 mind Changes stats: +3 Str / +5 Cun / +5 Con See invisible: +12 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Charrage (20 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Defense: +20 (+4 eff.) Fatigue: +5% Damage when hit (Melee): 6 mind Changes stats: +9 Wil / +7 Con Changes resistances: +11% blight / +12% temporal / +11% lightning Changes damage: +3% fire Physical save: +15 (+7 eff.) Mental save: +13 (+4 eff.) Only die when reaching: -20.00 life A cap made of leather. |
Falimas the rough leather cap (20 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +20 (+4 eff.) Fatigue: +1% Changes stats: +2 Mag / +5 Wil / +2 Cun Reduces incoming crit damage: 10.00% Mindpower: +4 (+1 eff.) Light radius: +3 A cap made of leather. |
Frigidslicer (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +6 Con Changes resistances: +3% cold Changes damage: +11% acid / +9% lightning / +14% fire / +9% arcane / +24% cold Life regen: +4.10 Mana each turn: +0.33 Spellpower: +4 (+0 eff.) Spell crit. chance: +5% See invisible: +3 Damage Shield Power: +15% A pointy cloth hat, very wizardly... |
Isena the Chargeenvy (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +4 Con Changes resistances: +15% lightning / +6% fire Changes damage: +27% lightning / +12% mind A cap made of leather. |
Quasit's Skull (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+6 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Sparkpyre the elven-silk wizard hat (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.) Effects on melee hit: * 21% chance to reduce armor by 51% Damage when hit (Melee): 4 acid / 4 lightning Changes stats: +7 Cun / +6 Wil Changes resistances: +28% acid / +24% fire / +3% lightning Changes damage: +31% acid / +16% fire / +12% lightning Mindpower: +6 (+2 eff.) A pointy cloth hat, very wizardly... |
Thundersorrow (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex Changes resistances: +6% lightning / +6% mind Changes resistances penetration: +20% lightning Changes damage: +3% mind A cap made of leather. |
linen wizard hat 'Lisymira' (11 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +11 (+2 eff.) Changes resistances: +5% lightning / +5% temporal / +6% darkness Disease immunity: +10% Cut immunity: +10% Silence immunity: +10% A pointy cloth hat, very wizardly... |
linen wizard hat 'Vileonslaught' (1 def, 2 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +10 (+10 eff.) Armour: +2 Defense: +1 (+0 eff.) Changes stats: +1 Con Changes resistances: +16% lightning / +6% nature Changes resistances penetration: +20% physical Changes damage: +11% lightning Stamina each turn: +3.00 A pointy cloth hat, very wizardly... |
rough leather cap 'Strikeflash' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Con Changes resistances penetration: +5% lightning / +10% acid Changes damage: +12% acid A cap made of leather. |
cured leather armour 'Morningcrack' (6 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Fatigue: +7% Effects on melee hit: * 20% chance to reduce all saves and defense by 35 Changes resistances: +18% lightning Changes damage: +9% light / +21% mind Light radius: +3 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.impenetrable voratun plate armour of the dragon (0 def, 36 armour) Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +36 Fatigue: +22% Changes resistances: +13% acid / +15% physical / +15% cold / +15% lightning / +15% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +34% Stun/Freeze immunity: +40% Knockback immunity: +39% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.elemental quiver of dragonbone arrows of annihilation (24/24, 70-99 power, 36 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 70.5 - 98.7 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +36 Crit. chance: +21.0% Capacity: 24 On weapon hit: * Create an explosion dealing 223 cold damage (1/turn) Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
6 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. |
1358 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. |
12 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. |
9 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. |
11 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Floerot the iron pickaxe (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances: +3% cold / +11% nature / +9% light Changes damage: +6% nature Reduces incoming crit damage: 5.00% See invisible: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
7 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. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Sleetvault the dwarven lanternPowered by arcane forces Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 51% Damage when hit (Melee): 21 fire / 2 cold Changes stats: +6 Mag Changes resistances: +6% acid / +6% fire / +6% cold Changes resistances penetration: +5% cold Changes damage: +6% cold Spellpower: +11 (+2 eff.) Light radius: +11 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
alchemist's lamp of corpselightPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +8% blight / +7% darkness Spellpower: +4 (+0 eff.) Spell crit. chance: +5% Light radius: +4 Infravision radius: +4 See invisible: +7 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 18 blight damage or heals 25 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
watchleader's brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Blindness immunity: +20% Confusion immunity: +10% Maximum life: +40.00 Light radius: +6 See stealth: +6 See invisible: +6 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 34 for 8 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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 Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / 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 to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
8 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. |
6 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. |
5 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
Poluyawen the voratun torque of clear mind [power 4] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +2 Mag / +1 Cun / +4 Con Changes resistances: +3% temporal See invisible: +9 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. When used: * Increase all damage by 22% for 2 turns. * Reduce 3 talent cooldowns by 2. * Gain a 21% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Silarin the Forestwrest [power 45] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +6% nature Changes resistances penetration: +10% arcane It can be used to setup a psionic shield, reducing all damage taken by 45 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Heal for 30. * Increase all damage penetration by 10% for 2 turns. * Increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Sunbore [power 110] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +5% arcane / +12% fire Spell save: +6 (+2 eff.) Mental save: +12 (+4 eff.) Stun/Freeze immunity: +20% It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 123 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Islemina the elm totem of healing [power 122] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances: +3% darkness / +6% fire Physical save: +6 (+3 eff.) It can be used to heal yourself and all friendly characters within 10 spaces for 122 Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
5 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. |
Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
9 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. |
8 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 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. |
10 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. |
4 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. |
3 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. |
10 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. |
11 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.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Tempest the Higher Archmage level 40
59th Haze 122nd year of Ascendancy at 09:26 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Tempest the Higher Archmage level 41
70th Haze 122nd year of Ascendancy at 10:46 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Tempest the Higher Archmage level 40
57th Haze 122nd year of Ascendancy at 19:00 see stats
Anti-Antimagic! (Insane (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Tempest the Higher Archmage level 34
47th Haze 122nd year of Ascendancy at 04:35 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Tempest the Higher Archmage level 45
29th Regrowth 123rd year of Ascendancy at 15:55 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Tempest the Higher Archmage level 44
23rd Regrowth 123rd year of Ascendancy at 12:33 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Tempest the Higher Archmage level 29
18th Haze 122nd year of Ascendancy at 13:38 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Tempest the Higher Archmage level 15
9th Dusk 122nd year of Ascendancy at 14:57 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Tempest the Higher Archmage level 43
20th Regrowth 123rd year of Ascendancy at 02:11 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Tempest the Higher Archmage level 32
35th Haze 122nd year of Ascendancy at 17:41 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Tempest the Higher Archmage level 50
42nd Pyre 123rd year of Ascendancy at 06:00 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Tempest the Higher Archmage level 24
2nd Haze 122nd year of Ascendancy at 13:37 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Tempest the Higher Archmage level 29
19th Haze 122nd year of Ascendancy at 07:27 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Tempest the Higher Archmage level 33
44th Haze 122nd year of Ascendancy at 14:10 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Tempest the Higher Archmage level 50
37th Pyre 123rd year of Ascendancy at 05:45 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Tempest the Higher Archmage level 41
70th Haze 122nd year of Ascendancy at 11:00 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Tempest the Higher Archmage level 46
29th Regrowth 123rd year of Ascendancy at 22:37 see stats
Is that how it feels to be an escort quest?! (Insane (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Tempest the Higher Archmage level 34
44th Haze 122nd year of Ascendancy at 21:43 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Tempest the Higher Archmage level 10
4th Mirth 122nd year of Ascendancy at 02:01 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Tempest the Higher Archmage level 20
70th Dusk 122nd year of Ascendancy at 06:34 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Tempest the Higher Archmage level 30
31st Haze 122nd year of Ascendancy at 12:43 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Tempest the Higher Archmage level 40
57th Haze 122nd year of Ascendancy at 00:17 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Tempest the Higher Archmage level 50
47th Regrowth 123rd year of Ascendancy at 04:52 see stats
Orbituary (Insane (Adventure) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By Tempest the Higher Archmage level 3
75th Pyre 122nd year of Ascendancy at 01:35 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Tempest the Higher Archmage level 50
36th Pyre 123rd year of Ascendancy at 10:04 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Tempest the Higher Archmage level 41
8th Allure 123rd year of Ascendancy at 18:46 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Tempest the Higher Archmage level 50
51st Regrowth 123rd year of Ascendancy at 17:47 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Tempest the Higher Archmage level 27
7th Haze 122nd year of Ascendancy at 20:44 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Tempest the Higher Archmage level 16
56th Dusk 122nd year of Ascendancy at 01:01 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Tempest the Higher Archmage level 43
20th Regrowth 123rd year of Ascendancy at 04:43 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Tempest the Higher Archmage level 50
42nd Pyre 123rd year of Ascendancy at 06:00 see stats
Tales of the Spellblaze (Insane (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Tempest the Higher Archmage level 41
70th Haze 122nd year of Ascendancy at 10:46 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Tempest the Higher Archmage level 37
52nd Haze 122nd year of Ascendancy at 04:13 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Tempest the Higher Archmage level 12
8th Mirth 122nd year of Ascendancy at 01:56 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Tempest the Higher Archmage level 41
70th Haze 122nd year of Ascendancy at 10:46 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Tempest the Higher Archmage level 41
77th Haze 122nd year of Ascendancy at 20:09 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By Tempest the Higher Archmage level 50
42nd Pyre 123rd year of Ascendancy at 06:00 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Tempest the Higher Archmage level 50
1st Time of Balance 123rd year of Ascendancy at 08:24 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Tempest the Higher Archmage level 50
54th Regrowth 123rd year of Ascendancy at 04:01 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Tempest the Higher Archmage level 22
78th Dusk 122nd year of Ascendancy at 21:59 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Tempest the Higher Archmage level 16
54th Dusk 122nd year of Ascendancy at 18:29 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Tempest the Higher Archmage level 39
55th Haze 122nd year of Ascendancy at 12:52 see stats
Log
Arcane amplification drone hits High Sun Paladin Aeryn for 2471 arcane damage.
Arcane amplification drone hits Argoniel for 2101 arcane damage.
Fire drake hatchling hits Mirror Image (Tempest) for 1 physical damage.
Fire drake hatchling hits Mirror Image (Tempest) for 1 physical damage.
Fire drake hatchling hits Mirror Image (Tempest) for 1 physical damage.
Tempest's spell attains critical power!
Tempest's spell attains critical power!
Tempest casts Lightning.
Tempest's spell attains critical power!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
New Achievement: Tactical master (Insane (Adventure) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Talent Infusion: Movement is ready to use.
Talent Temporal Shield is ready to use.
Talent Lightning is ready to use.
Shield of Light hits High Sun Paladin Aeryn for 17 healing, 17 healing, 17 healing (0 total damage) [50 healing].
Thunderstorm hits Arcane amplification drone for 0 lightning, 0 lightning, 0 lightning (0 total damage).
Thunderstorm hits Argoniel for 211 lightning, 250 lightning, 816 lightning (1277 total damage).
Weakness Disease from Argoniel hits Tempest for 0 blight damage.
Arcane amplification drone hits High Sun Paladin Aeryn for 143 arcane, 169 arcane, 552 arcane (864 total damage).
Arcane amplification drone hits Argoniel for 121 arcane, 144 arcane, 470 arcane (735 total damage).
Arcane amplification drone killed Argoniel!
High Sun Paladin Aeryn casts Bathe in Light.
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: Evil denied (Insane (Adventure) difficulty)!
New Achievement: The Sun Still Shines (Insane (Adventure) difficulty)!
Option unlocked: New game difficulty mode: Madness
The furious lightning storm around Tempest calms down and disappears.










































































































































































