Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.3.0Donators/Buyers bonus! Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Item Notes 1.3.0Allows you to add notes to objects in your inventory or equipment which will be displayed in the object's description tooltip. Notes can be manipulated by selecting the "Add note", "Edit note" or "Remove note" entry in the object's use-item dialog. Differences between item notes and the game's built-in tagging functionality:
Items with notes will be shown in inventory lists with a purple '!' prefix. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Succor and easement 1.0.1INFO: This mod is *defunct*. Dead and buried. Been for years now. To be honest, I've been hoping something similar would make it into the main game but it never did. Which I will forever be miffed by :). There are alternatives (for both, the alchemist part and the escort part), check the comments, search the addons. I keep it here for those few who might want to play an older version of the game or for coding reference. --- Old description: A few things to make rng less random with regards to character build (because I really, really dislike it when a build is subject to randomness). This includes and is limited to: It does make the game easier. Not in a significant way but use at risk to your own pride. Formerly "known" as Succor and easement. Multi-Class Challenge 1.3.1Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Adventurer Plus Addon 1.4.0Simple addon that adds a buffed adventurer class - now with Cursed Aura. Not that it needs it, haha. Edit: I was informed that since the class sets 'default' celestial energies to 20, it gets messed up if you have positive regen for one of them. This is most likely to occur with Liches. Therefore, if you're using them, use the newer version, which removes the default celestial stuff. Custom Auto Use 1.3.1Adds additional options to talent auto-use Disable Sawbutcher Rares 1.4.5Removes the sawbutcher class from random generated npcs. Merchant Rerolls 1.3.1This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. Embers of Rage 1.4.4Official 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:
Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Ashes of Urh'Rok 1.2.4Official 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:
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Adventurer |
| Level / Exp | 41 / 88% |
| Size | big |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 27 (base 13) |
| Dexterity | 11 (base 12) |
| Constitution | 45 (base 30) |
| Magic | 73 (base 60) |
| Willpower | 72 (base 60) |
| Cunning | 73 (base 60) |
Resources
| Life | 1198/1198 |
| Mana | 275/275 |
| Psi | 162/162 |
| Equilibrium | 25 |
| Healing Factor | 1.1599999999999 |
| Regeneration | 1.4499999999999 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +15% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 13 |
| Infravision | 7 |
| See Stealth | 26 |
| See Invisible | 28 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 45 |
| Accuracy | 46 |
| Crit Chance | 24% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 63 |
| Crit Chance | 35% |
| Speed | 1 |
| Cooldown Reduction | 50 |
Offense: Mind
| Mindpower | 50 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 79 (100%) |
| Defense | 31 |
| Ranged Defense | 33 |
| Fatigue | 13 |
| Physical Save | 43 |
| Spell Save | 53 |
| Mental Save | 52 |
Defense: Resistances
| All | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 53% |
| Bleed Resistance | 70% |
| Confusion Resistance | 32% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 523 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 8 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 611 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% for 10 turns and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 mental or physical effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Class Talents
| Spell / Meta | 1.00 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Golemancy | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Energy alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Storm | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Ooze | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Arcane | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Spell / Explosive admixtures | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Advanced-golemancy | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Stone alchemy | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Spell / Aegis | 1.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| talent | Lightning Infusion |
| talent | Wild Growth |
| talent | Quicken Spells |
| talent | Arcane Shield |
| talent | Hurricane |
| talent | Tempest |
| talent | Mitosis |
| talent | Spellcraft |
| talent | Living Lightning |
| talent | Shielding |
| talent | Beyond the Flesh |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Dreadfell. Escort: lost anorithil (level 1 of Dreadfell)As a reward you learnt talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you learnt talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you learnt talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 5 of Dreadfell. Escort: lost anorithil (level 5 of Dreadfell)As a reward you learnt talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 7 of Dreadfell. Escort: lost anorithil (level 7 of Dreadfell)As a reward you learnt talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you learnt talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you learnt talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you learnt talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you learnt talent Piercing Sight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 884. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 honey tree root. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed storm wyrm claw. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed pouch of faeros ash. * You've found the needed green worm. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed electric eel tail. * You've found the needed ritch stinger. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed vampire lord fang. * You've found the needed red crystal shard. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 within10 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Lelagund the Cracklewolf (30-36 power, 6 apr, lightning element) Lelagund the Cracklewolf (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: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to disease Damage (Melee): +8 blight When wielded/worn: Defense: +20 (+10 eff.) Damage (Melee): 8 % chance of confusion Damage when hit (Melee): 8 lightning Changes stats: +4 Mag / +7 Cun / +4 Con Changes damage: +30% lightning Talent granted: +1 Command Staff Critical mult.: +17.00% Mana each turn: +0.23 Vim when firing critical spell: +5.00 Maximum mana: +77.00 Maximum vim: +27.00 Maximum neg.energy: +20.00 Spellpower: +21 (+5 eff.) Spell crit. chance: +5% Damage Shield penetration: +40% Staves designed for wielders of magic, by the greats of the art. |
| Quiver | 661 alchemist ruby 661 alchemist ruby0.00 Encumbrance. Type: alchemist-gem / red ; tier 4 When used as an alchemist bomb: Bomb damage +20% Gems can be sold for money or used in arcane rituals. |
| Light source | Zanomnir ZanomnirCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Wil Changes resistances: +6% acid Spell save: +20 (+7 eff.) Mental save: +6 (+2 eff.) Blindness immunity: +46% Confusion immunity: +32% Mindpower: +7 (+2 eff.) Mental crit. chance: +6% Light radius: +12 Infravision radius: +3 See stealth: +26 See invisible: +13 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 38 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)Requires: - Talent 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 (+4 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. |
| On feet | traveler's pair of dwarven-steel boots of spellbinding (0 def, 4 armour) traveler's pair of dwarven-steel boots of spellbinding (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -1% Changes stats: +3 Mag Maximum encumbrance: +29 Physical save: +9 (+3 eff.) Spell save: +3 (+1 eff.) Lowers spell cool-downs by: 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 has been sent to the Item's Vault. |
| Tool | NOTE: quickening Umbracast the dwarven-steel pickaxe (dig speed 14 turns)Umbracast the dwarven-steel pickaxe (dig speed 14 turns) Requires: - Level 15 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +7 Damage when hit (Melee): 12 darkness Changes stats: +4 Str Changes damage: +9% arcane / +9% darkness Physical save: +5 (+1 eff.) Spell save: +7 (+2 eff.) Mental save: +8 (+3 eff.) Maximum life: +55.00 Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 3.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. This item has been sent to the Item's Vault. |
| On fingers | treant's gold ring of life treant's gold ring of lifeRequires: - Level 15 Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +7% nature / +8% blight Poison immunity: +15% Disease immunity: +14% Life regen: +1.00 Maximum life: +52.00 Healing mod.: +16% Rings can have magical properties. This item has been sent to the Item's Vault. |
| On fingers | Hanedethel HanedethelRequires: - Level 25 Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+4 eff.) Armour: +2 Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Changes stats: +7 Str / +8 Con Changes resistances: +3% temporal / +10% blight / +28% cold / +8% nature / +5% arcane Changes damage: +14% cold Poison immunity: +30% Disease immunity: +23% Rings can have magical properties. This item has been sent to the Item's Vault. |
| Around neck | steel amulet 'Gorotir' steel amulet 'Gorotir'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +10% lightning / +3% acid Changes resistances penetration: +5% acid Changes damage: +12% acid Blindness immunity: +16% Stun/Freeze immunity: +23% Infravision radius: +4 Sight radius: +2 See invisible: +6 Amulets can have magical properties. |
| In main hand | Emelyldana (30-36 power, 6 apr, lightning element) Emelyldana (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: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +10 (+5 eff.) Damage (Melee): 26 fire / 8 % chance of confusion Changes damage: +30% lightning Grants telepathy: Dragon Talent granted: +1 Command Staff Critical mult.: +24.00% Mana each turn: +0.22 Maximum mana: +68.00 Maximum hate: +4.00 Spellpower: +27 (+6 eff.) Spell crit. chance: +5% Mindpower: +2 (+1 eff.) Mental crit. chance: +7% See invisible: +9 Damage Shield penetration: +18% Staves designed for wielders of magic, by the greats of the art. |
| On hands | Storm Bringer's Gauntlets (0 def, 3 armour) Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% It can be used to activate talent Chain Lightning (costing 16 power out of 16/16) : Effective talent level: 3.0 Power cost: 16 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 109.89 to 329.67 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. 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. This item has been sent to the Item's Vault. |
| Around waist | Arcstoker =mule= Arcstoker =mule=Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 4 acid / 4 lightning Changes resistances: +12% acid Changes resistances penetration: +15% lightning / +5% acid Maximum encumbrance: +27 Physical save: +9 (+3 eff.) Mental save: +8 (+3 eff.) Spellpower: +5 (+1 eff.) Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
| Cloak | Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+1 eff.) It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.2 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 117.82 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Main armor | Bokoromihad the Shimmerfury (9 def, 23 armour) Bokoromihad the Shimmerfury (9 def, 23 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +23 Defense: +9 (+5 eff.) Fatigue: +20% Damage when hit (Melee): 12 lightning Changes stats: +4 Cun / +9 Wil Changes resistances: +7% mind Changes resistances penetration: +10% lightning Changes damage: +15% acid Physical save: +9 (+3 eff.) Mental save: +26 (+9 eff.) A suit of armour made of metal plates. |
Inventory
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 40 power out of 40/40) : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 261 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Glintnull the steel amulet Glintnull the steel amuletPowered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to blind Changes stats: +2 Wil / +3 Mag Changes resistances penetration: +5% acid Changes damage: +12% acid Mental save: +6 (+2 eff.) Cut immunity: +50% Confusion immunity: +12% Mindpower: +7 (+2 eff.) Light radius: +1 Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 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 274 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Mydovon the steel amulet Mydovon the steel amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +1 Wil / +3 Con Changes resistances: +7% physical Blindness immunity: +19% Stamina each turn: +0.40 Equilibrium when hit: +0.04 Maximum hate: +2.00 Maximum psi: +20.00 Mental crit. chance: +6% Infravision radius: +4 Sight radius: +2 See invisible: +6 Amulets can have magical properties. |
The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
steel amulet 'Torchusher' steel amulet 'Torchusher'Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 8 fire Changes stats: +4 Mag Changes resistances: +13% mind / +3% fire Changes damage: +9% fire Confusion immunity: +21% Teleport immunity: +50% It can be used to teleport you randomly (rad 35), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
Dairakath DairakathPowered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Wil / +3 Mag Changes resistances: +10% light / +12% darkness Mental save: +7 (+3 eff.) Blindness immunity: +26% Confusion immunity: +11% Mana each turn: +0.20 Psi when hit: +0.08 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +43.00 Maximum psi: +10.00 Mindpower: +8 (+3 eff.) See invisible: +12 Heals friendly targets nearby when you use a nature summon: +30 Amulets can have magical properties. |
Elerina ElerinaInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +5 Str Changes resistances: +17% light / +15% darkness / +5% arcane Changes resistances penetration: +10% mind Physical save: +10 (+3 eff.) Blindness immunity: +44% Infravision radius: +4 Sight radius: +2 See invisible: +8 Amulets can have magical properties. |
Mirror Shards Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 296 strength, based on Magic) for 5 turns, costing 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Shard of Insanity Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+11 eff.) Confusion immunity: -100% Mindpower: +8 (+3 eff.) It can be used to activate talent Inner Demons (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 18% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
gold amulet 'Deepsstreaker' =mule= gold amulet 'Deepsstreaker' =mule=Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +2 (+1 eff.) Changes stats: +2 Str / +5 Con Changes resistances: +6% darkness Changes damage: +10% blight / +10% fire Talent mastery: +0.28 Cursed / Gloom Critical mult.: +13.00% Maximum encumbrance: +20 Spellpower: +10 (+2 eff.) Amulets can have magical properties. |
gold amulet 'Vorogathra' gold amulet 'Vorogathra'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +2.0% Changes stats: +2 Wil Changes resistances: +13% mind Changes resistances penetration: +10% physical Mental save: +7 (+3 eff.) Cut immunity: +40% Confusion immunity: +35% Maximum hate: +2.00 Mindpower: +5 (+2 eff.) Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 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 274 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
gold amulet of the eclipse gold amulet of the eclipsePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 6 light / 7 darkness Effects when hit in melee: * 7% chance to inflict damage reduction * 7% chance to blind Changes damage: +7% light / +7% darkness Amulets can have magical properties. |
Earthjam the stralite amulet =BOOM.= Earthjam the stralite amulet =BOOM.=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +12 Wil / +2 Cun / +4 Con Grants telepathy: Demon/Minor Demon/Major Talent mastery: +0.34 Spell / Explosive admixtures Infravision radius: +3 Amulets can have magical properties. |
Gladhevea the stralite amulet Gladhevea the stralite amuletInfused by nature Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +4 Physical crit. chance: +4.0% Fatigue: -6% Changes stats: +2 Con / +5 Wil Changes resistances: +18% nature / +17% blight Critical mult.: +14.00% Reduces incoming crit damage: 10.00% Poison immunity: +32% Disease immunity: +30% Only die when reaching: -80.00 life Amulets can have magical properties. |
Mytoyatar the stralite amulet Mytoyatar the stralite amuletPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +2 Str / +1 Dex / +6 Mag Changes damage: +5% lightning / +7% temporal / +6% darkness / +16% fire / +10% acid / +6% physical / +10% blight / +6% cold / +7% light Critical mult.: +20.00% Physical save: +3 (+1 eff.) Spellpower: +16 (+4 eff.) Spell crit. chance: +8% Amulets can have magical properties. |
Unlightmaster the stralite amulet Unlightmaster the stralite amuletPowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Changes stats: +6 Wil Changes resistances: +9% darkness Changes damage: +12% blight / +9% fire / +3% arcane / +9% darkness Critical mult.: +16.00% Blindness immunity: +18% Spellpower: +12 (+3 eff.) Infravision radius: +6 Sight radius: +2 See invisible: +9 Amulets can have magical properties. |
Veletta VelettaPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +6 Physical crit. chance: +4.0% Armour: +5 Defense: +6 (+3 eff.) Changes stats: +3 Mag Changes resistances cap: +3% all Changes damage: +9% blight / +6% arcane Critical mult.: +17.00% Physical save: +18 (+6 eff.) Teleport immunity: +50% Vim when firing critical spell: +1.00 Maximum mana: +60.00 It can be used to teleport you randomly (rad 49), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
stralite amulet 'Grinafast' stralite amulet 'Grinafast'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +7 Str / +11 Dex / +6 Wil / +1 Con Changes resistances: +3% light Blindness immunity: +19% Poison immunity: +15% Disarm immunity: +10% Only die when reaching: -40.00 life Infravision radius: +5 Sight radius: +2 See invisible: +9 Amulets can have magical properties. |
Betadhethra the Sunobeisance Betadhethra the SunobeisanceCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +12% mind / +3% lightning Changes resistances penetration: +10% fire Changes damage: +12% mind Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Confusion immunity: +31% Stun/Freeze immunity: +20% Life regen: +1.40 Rings can have magical properties. |
Gleambutcher the steel ring Gleambutcher the steel ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+3 eff.) Effects on melee hit: * 40% chance to inflict damage reduction Changes stats: +5 Str / +5 Con Changes resistances: +12% acid / +11% fire / +10% lightning / +10% cold Changes resistances penetration: +5% light Changes damage: +6% light Blindness immunity: +22% Infravision radius: +3 See stealth: +9 See invisible: +6 Rings can have magical properties. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Toredur ToredurCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +6% temporal Changes resistances penetration: +15% temporal Mental save: +6 (+2 eff.) Confusion immunity: +24% Stun/Freeze immunity: +25% Life regen: +1.80 Rings can have magical properties. |
Yvowen the steel ring Yvowen the steel ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 6 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 6 bleed Damage when hit (Melee): 4 mind Changes stats: +2 Cun Silence immunity: +22% Disarm immunity: +22% Pinning immunity: +22% Knockback immunity: +21% Mana each turn: +0.10 Spellpower on spell critical (stacks up to 3 times): +2 Hate when firing a critical mind attack: +1.00 Maximum life: +22.00 Maximum hate: +7.00 Spellpower: +6 (+1 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
mule's steel ring of sensing =mule= mule's steel ring of sensing =mule=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -6% Maximum encumbrance: +24 Blindness immunity: +24% Infravision radius: +4 See stealth: +5 See invisible: +9 Rings can have magical properties. |
steel ring 'Breezetrencher' steel ring 'Breezetrencher'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str / +5 Wil / +5 Cun Changes resistances: +7% blight / +6% temporal / +13% nature Changes damage: +6% nature Poison immunity: +10% Disease immunity: +15% Mindpower: +6 (+2 eff.) Rings can have magical properties. |
steel ring 'Cuthazilavor' =mule= steel ring 'Cuthazilavor' =mule=Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 16 blight Changes stats: +5 Cun / +4 Wil Changes resistances: +22% light / +3% blight Changes damage: +11% light Maximum encumbrance: +24 Mindpower: +5 (+2 eff.) Rings can have magical properties. |
steel ring 'Dazzleknight' steel ring 'Dazzleknight'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+3 eff.) Changes stats: +4 Str / +6 Con Changes resistances penetration: +15% light Physical save: +4 (+1 eff.) Mental save: +6 (+2 eff.) Confusion immunity: +27% Rings can have magical properties. |
steel ring 'Lisyba' steel ring 'Lisyba'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Changes stats: +6 Cun / +4 Dex Changes resistances: +9% temporal Changes resistances penetration: +10% temporal Physical save: +8 (+2 eff.) Spell save: +9 (+3 eff.) Mental save: +6 (+2 eff.) Stun/Freeze immunity: +24% Life regen: +0.80 Rings can have magical properties. |
Bleakviper BleakviperPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+4 eff.) Effects on melee hit: * 40% chance to inflict damage reduction Damage when hit (Melee): 16 blight Changes stats: +5 Cun / +4 Wil Blindness immunity: +23% Spellpower: +10 (+2 eff.) Mindpower: +15 (+5 eff.) Infravision radius: +4 See stealth: +5 See invisible: +11 Rings can have magical properties. |
Duvyrek the Suncrypt Duvyrek the SuncryptPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Damage when hit (Melee): 4 light Changes stats: +6 Cun / +6 Dex Changes resistances: +6% acid / +24% darkness / +5% arcane Changes damage: +12% darkness Disease immunity: +5% Stun/Freeze immunity: +25% Life regen: +1.70 Rings can have magical properties. |
Jettorrent JettorrentInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Effects on melee hit: * 40% chance to corrode armour Damage when hit (Melee): 12 darkness Changes stats: +4 Str / +4 Con Changes resistances penetration: +10% darkness Physical save: +8 (+2 eff.) Disarm immunity: +32% Pinning immunity: +38% Knockback immunity: +34% Maximum life: +20.00 Rings can have magical properties. |
Vorunne VorunneInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Con Physical save: +18 (+6 eff.) Spell save: +15 (+5 eff.) Mental save: +19 (+7 eff.) Disease immunity: +15% Disarm immunity: +10% Confusion immunity: +32% Maximum vim: +40.00 Rings can have magical properties. |
gold ring 'Chargeviper' gold ring 'Chargeviper'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +10 Defense: +10 (+5 eff.) Changes resistances: +12% mind / +6% temporal Changes resistances penetration: +15% lightning Changes damage: +9% lightning / +9% temporal / +12% mind Disarm immunity: +32% Pinning immunity: +22% Knockback immunity: +29% Maximum life: +29.00 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Chadur the Rainpyre Chadur the RainpyreInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +12 (+6 eff.) Damage when hit (Melee): 4 nature / 8 fire Changes stats: +13 Cun / +7 Dex Changes resistances: +9% nature / +28% cold Changes damage: +3% fire / +3% nature / +14% cold Rings can have magical properties. |
Relgodurion RelgodurionCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +1 Dex / +5 Wil / +7 Cun / +5 Con Spell save: +10 (+3 eff.) Stun/Freeze immunity: +42% Life regen: +1.40 Maximum stamina: +15.00 Mindpower: +9 (+3 eff.) Infravision radius: +2 Rings can have magical properties. |
stralite ring 'Blazetouch' stralite ring 'Blazetouch'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 8 lightning Changes resistances: +36% acid / +30% nature / +3% lightning Changes resistances penetration: +10% lightning / +10% darkness Changes damage: +15% nature / +18% acid Life regen: +0.70 Maximum life: +87.00 Healing mod.: +20% Rings can have magical properties. |
stralite ring 'Breezereeve' stralite ring 'Breezereeve'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -7% Effects on melee hit: * Slows global speed by 30% * 17% chance to cause random gloom Damage (Melee): 13 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 15 bleed Damage when hit (Melee): 8 nature Changes stats: +9 Cun Changes resistances penetration: +20% nature Changes damage: +9% arcane Maximum encumbrance: +32 Disarm immunity: +31% Pinning immunity: +24% Knockback immunity: +36% Hate when firing a critical mind attack: +2.00 Maximum life: +30.00 Maximum hate: +9.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
Mighty Girdle =mule= Mighty Girdle =mule=Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
hardened leather cap 'Flashmark' (0 def, 3 armour) =swim= hardened leather cap 'Flashmark' (0 def, 3 armour) =swim=Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Armour: +3 Fatigue: +3% Changes stats: +2 Con / +5 Wil Changes resistances: +8% blight / +5% cold / +8% fire Changes damage: +9% light Allows you to breathe in: water Mental save: +8 (+3 eff.) A cap made of leather. |
Steam Powered Helm (3 def, 12 armour) Steam Powered Helm (3 def, 12 armour)Requires: - Talent Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+2 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% A Helmet. But with steam power! |
Burning Star Burning StarRequires: - Level 15 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. This item has been sent to the Item's Vault. |
Spectral Cage Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+2 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 333 cold damage (based on your Magic), costing 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
dwarven-steel torque of psychoportation [power 37] (30 cooldown) dwarven-steel torque of psychoportation [power 37] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 37), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
Islyta the Lightningwreath [power 6] (25 cooldown) Islyta the Lightningwreath [power 6] (25 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +1 Str / +3 Dex / +1 Mag Changes damage: +3% lightning Talent granted: +3 Rushing Claws Reduces incoming crit damage: 15.00% It can be used to remove up to 6 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
Glinttorrent [power 109] (23 cooldown) Glinttorrent [power 109] (23 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Changes resistances: +5% arcane Maximum wards: +3 lightning / +4 temporal / +2 blight / +3 fire / +3 cold Changes resistances penetration: +10% arcane Changes damage: +6% light Talent granted: +1 Ward Maximum vim: +6.00 Light radius: +2 It can be used to disarm traps (109 bonus disarm power, based on Magic) along a range 4 line, putting all charms on cooldown for 23 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Shrek the Ogre Adventurer level 10
41st Dusk 122nd year of Ascendancy at 09:05 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Shrek the Ogre Adventurer level 34
49th Regrowth 123rd year of Ascendancy at 17:13 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Shrek the Ogre Adventurer level 23
47th Haze 122nd year of Ascendancy at 13:09 see stats
Exterminator
Killed 1000 creatures.By Shrek the Ogre Adventurer level 19
18th Haze 122nd year of Ascendancy at 16:33 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Shrek the Ogre Adventurer level 29
68th Haze 122nd year of Ascendancy at 06:05 see stats
Fear me not!
Survived the Fearscape!By Shrek the Ogre Adventurer level 16
75th Dusk 122nd year of Ascendancy at 11:57 see stats
Guiding Hand
Saved all escorted adventurers.By Shrek the Ogre Adventurer level 39
78th Regrowth 123rd year of Ascendancy at 12:14 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Shrek the Ogre Adventurer level 28
62nd Haze 122nd year of Ascendancy at 02:15 see stats
Level 10
Got a character to level 10.By Shrek the Ogre Adventurer level 10
29th Dusk 122nd year of Ascendancy at 14:37 see stats
Level 20
Got a character to level 20.By Shrek the Ogre Adventurer level 20
19th Haze 122nd year of Ascendancy at 15:53 see stats
Level 30
Got a character to level 30.By Shrek the Ogre Adventurer level 30
72nd Haze 122nd year of Ascendancy at 04:07 see stats
Level 40
Got a character to level 40.By Shrek the Ogre Adventurer level 40
8th Pyre 123rd year of Ascendancy at 01:49 see stats
Lucky Girl
Saved Melinda again and invited her to the Fortress to cure her.By Shrek the Ogre Adventurer level 35
59th Regrowth 123rd year of Ascendancy at 11:55 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Shrek the Ogre Adventurer level 17
5th Haze 122nd year of Ascendancy at 08:53 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Shrek the Ogre Adventurer level 32
75th Haze 122nd year of Ascendancy at 15:48 see stats
Size is everything
Did over 1500 damage in one attack.By Shrek the Ogre Adventurer level 28
66th Haze 122nd year of Ascendancy at 22:26 see stats
Size matters
Did over 600 damage in one attack.By Shrek the Ogre Adventurer level 15
73rd Dusk 122nd year of Ascendancy at 19:48 see stats
The Arena
Unlocked Arena mode.By Shrek the Ogre Adventurer level 10
48th Dusk 122nd year of Ascendancy at 03:27 see stats
The secret city
Discovered the truth about mages.By Shrek the Ogre Adventurer level 7
4th Dusk 122nd year of Ascendancy at 12:28 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Shrek the Ogre Adventurer level 24
50th Haze 122nd year of Ascendancy at 19:44 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Shrek the Ogre Adventurer level 16
77th Dusk 122nd year of Ascendancy at 05:43 see stats
Log
Saving game...
Today is the 29th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 08:45.
Talent Infusion: Regeneration is ready to use.
Today is the 30th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 07:06.
Today is the 31st Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:40.
Today is the 32nd Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:05.
Saving done.
Today is the 33rd Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 10:31.
Today is the 34th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:31.
There is a Mark of the Spellblaze here (press '' or right click to use).
Today is the 35th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:45.
Shrek deactivates Living Lightning.
Shrek deactivates Mitosis.
Shrek deactivates Beyond the Flesh.
Shrek deactivates Lightning Infusion.
Shrek deactivates Quicken Spells.
Shrek deactivates Tempest.
Shrek deactivates Hurricane.
Shrek deactivates Shielding.
Shrek deactivates Wild Growth.
Shrek deactivates Spellcraft.
Shrek deactivates Arcane Shield.
