










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. QuickTome: Remove Traps 1.3.1 Allow Respec Anywhere 1.2.3QuickTome: Sight Overhaul 1.5.3 Possessor Bonus Class 1.5.4Donators/Buyers bonus! Half-Cost Category Mastery 1.3.1 QuickTome: Zone Overhaul 1.5.5 QuickTome: Creature Changes 1.3.1 No Achievement Pop-ups 1.5.5This addon removes the pop-up window that appears when an achievement is gained. It also provides the option to disable announcing your own achievements in chat. CompatibilityThis addon superloads and OVERWRITES the following functions: This addon superloads the following functions non-intrusively: This addon uses the GameOptions:generateList hook to provide a new option. Weight: 39438 Changelog1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Additional Randart Properties 1.5.5 QuickTome: Event Changes 1.3.1 Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Improved Auto-explore and Rest 1.5.3Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. QuickTome: Vault Tweaks 1.4.8This addon is part of the QuickTome addon set. This addon changes various vaults to be less annoying. Mostly, this means replacing some diggable walls with doors or empty space. CompatibilityThis addon OVERLOADS these files, and will not be compatible with other addons that touch them: Weight: 216047 minmay's minor mindslot mindstar modification 1.5.5 Square Field of Vision 1.3.1 QuickTome: Melinda Tweaks 1.3.1 No Item Decay 1.3.1 Harbinger 1.5.5 Replace Swift Hands 1.3.1 QuickTome: Resource Tweaks 1.3.1 QuickTome: Orb of Communication 1.3.1 QuickTome: Arena Skip 1.3.1 QuickTome: Item Tweaks 1.4.8 QuickTome: Remove Escorts 1.3.1This addon is part of the QuickTome addon set. This addon removes escorts from the game. CompatibilityThis addon is guaranteed to be compatible with the rest of the QuickTome set. If it isn't, that is a bug and should be reported. This addon overloads the following files: It will not be compatible with other addons that touch these files. Also, it removes the Quest:escort:assign hook. Weight: 216875 Changelog1.0.0- Initial release QuickTome: Improved Recall 1.4.8Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Items Vault 1.5.0Donators/Buyers bonus! Prodigy Tweaks 1.5.5 QuickTome: Remove Stat Requirements 1.4.8 Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Harbinger |
| Level / Exp | 50 / 1315% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 42 (base 17) |
| Dexterity | 123 (base 60) |
| Constitution | 111 (base 31) |
| Magic | 64 (base 16) |
| Willpower | 107 (base 62) |
| Cunning | 132 (base 60) |
Resources
| Life | 1574/1574 |
| Mana | 859/859 |
| Equilibrium | 20 |
| Healing Factor | 2.3234123029985 |
| Regeneration | 52.054366069599 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +70.540890779415% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| See Stealth | 141.91790551767 |
| See Invisible | 141.91790551767 |
Offense: Mainhand
| Damage | 116 |
| Accuracy | 85 |
| Crit Chance | 79% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 58 |
| Crit Chance | 85% |
| Speed | 1 |
Offense: Mind
| Mindpower | 83 |
| Crit Chance | 63% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +26% |
| Physical | +33% |
| Lightning | +81% |
| Cold | +96% |
| Arcane | +50% |
| Fire | +108% |
| All | +11% |
Offense: Damage Penetration
| Lightning | +62% |
| Temporal | +67% |
| Nature | +67% |
| Physical | +67% |
| Mind | +67% |
| All | +52% |
Defense: Base
| Armour (hardiness) | 132.21299102006 (100%) |
| Defense | 63 |
| Ranged Defense | 68 |
| Fatigue | 21 |
| Physical Save | 72 |
| Spell Save | 63 |
| Mental Save | 83 |
Defense: Resistances
| Acid | + 41%( 70%) |
| Blight | + 31%( 70%) |
| Physical | + 16%( 75%) |
| Cold | + 30%( 75%) |
| All | + 7%( 70%) |
| Lightning | + 30%( 75%) |
| Light | + 20%( 70%) |
| Temporal | + 20%( 70%) |
| Mind | + 53%( 70%) |
| Darkness | + 25%( 70%) |
| Fire | + 30%( 75%) |
| Nature | + 13%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 44% |
| Bleed Resistance | 35% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Stun Resistance | 100% |
| Poison Resistance | 35% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 700 life over 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 420 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 869% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 11 turns. While Heroism is active, you will only die when reaching -720 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Blaze | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Blizzard | 2.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Tremor | 2.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Thunder | 2.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Supercell | 2.34 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Cyclone | 2.34 |
| 5/5 |
| 5/5 |
| 4/5 |
| 4/5 |
Generic Talents
| Wild-gift / Mindstar mastery | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Rain | 2.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 2.40 |
| 0/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.70 |
| 1/5 |
| 3/5 |
| 3/5 |
| 5/5 |
| Wild-gift / Endurance | 2.00 |
| 1/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Spell / Staff combat | 2.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Defensive Posture |
| talent | Elemental Harmony |
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 |
Across Maj'Eyal are places inhabited by evil - and treasure. But you don't have time to visit all of them. A new beginningYou may enter only two of the following zones: * You elected not to visit the Heart of the Gloom. * You have visited the ruins of Kor'Pul. * You elected not to visit Norgos' Lair. * You elected not to visit the Rhaloren camp. * You elected not to visit the Scintillating Caves. * You have visited the Trollmire. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have 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 |
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 Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
New evils have taken up residence in the tower of Dreadfell - on all five of its levels. Return of Dread* You have vanquished Aluin on level 3. * You have vanquished Kor's Fury on level 1. * You have vanquished Lithfengel on level 5. * You have vanquished Massok on level 2. * You have vanquished Pale Drake on level 4. | 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. * 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: 1810. | active |
You noticed a big storm cloud that looked kind of like a city. Or maybe it looked more like a rabbit. Anyway, the storm passed without causing any damage. Storming the city | done |
You arrived through the farportal in the Far East. Strange new world | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Investigate the bastions of the Pride and destroy their leaders. The many Prides of the Orcs* You have slain Rak'shor. * You have slain Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of dwarven-steel boots 'Aeromira' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Cun / +4 Con Changes resistances: +15% temporal Changes resistances penetration: +15% mind / +15% temporal Physical save: +19 (+5 eff.) Mental save: +16 (+3 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | dwarven lantern 'Hyrogorn'Powered by arcane forces Infused by nature Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour by 30% Changes stats: +9 Cun / +8 Mag Critical mult.: +10.00% Physical save: +15 (+4 eff.) Spell save: +44 (+11 eff.) Maximum life: +80.00 Spellpower: +17 (+4 eff.) Healing mod.: +30% Damage Shield penetration: +40% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Crown of the Elements (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage (Melee): 25 acid / 25 fire / 25 lightning / 25 cold Changes stats: +5 Con / +3 Wil Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Changes damage: +15% acid / +15% fire / +15% cold / +15% lightning This jeweled crown shimmers with colors. |
| Tool | elven-wood totem of thorny skin 'Oozesweeper' [power 56] (20 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle Talent on hit(nature): Acidbeam (5% chance level 1). Talent on hit(mindpower): Distortion Bolt (5% chance level 1). It can be used to harden the skin for 7 turns increasing armour by 56 and armour hardiness by 60%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 8 stamina. Natural totems are made by powerful wilders to store nature power. |
| On fingers | MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+4 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+3 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 3.8 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
| On fingers | InfernopainInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Effects on melee hit: * 14% chance to cause random gloom Damage (Melee): 12 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 13 bleed Changes stats: +3 Dex / +7 Cun / +2 Con Changes damage: +4% all / +12% fire Reduces incoming crit damage: 15.00% Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 6.8 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 181% weapon damage. If the attack hits, the target will bleed for 339% weapon damage over 7 turns, and all healing will be reduced by 86%. Rings can have magical properties. |
| Around waist | Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+5 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 6.8 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 39% chance to evade melee and ranged attacks and 80 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In main hand | Airswift (148% power, 6 apr, fire element)Requires: Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 148% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +10% lightning Changes damage: +39% lightning / +39% cold / +39% arcane / +39% fire Talent granted: +1 Command Staff Spellpower: +33 (+8 eff.) Spell crit. chance: +12% Talent on hit(mindpower): Oozebeam (10% chance level 1). It can be used to unleash an elemental blastwave, dealing 129.15 to 154.97 fire damage in a radius 6 around the user, putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Power: 144% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Greater Weapon Focus (10% chance level 1). When this weapon hits: Displacement Shield (10% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Main armor | Plate of the Blackened Mind (15 def, 40 armour)Requires: - Talent Heavy Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+4 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+4 eff.) Mental save: +25 (+5 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+2 eff.) It can be used to activate talent Dominate (costing 15 power out of 25/25) : Effective talent level: 3.4 Power cost: 15 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 5 turns and vulnerable to attacks. They will lose 20 Armour, 29 Defense and your attacks will gain 52% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
| Cloak | Swamppeal the elven-silk cloak (3 def, 4 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Armour: +4 Defense: +3 (+1 eff.) Changes stats: +8 Str / +10 Dex / +4 Cun / +8 Con Changes resistances penetration: +15% nature / +15% physical Changes damage: +12% physical Talent mastery: +0.40 Technique / Combat training Spell save: -30 (-9 eff.) Stamina each turn: +1.40 Mana each turn: -0.60 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | vitalizing stralite amulet of perfection (0.34 Wild-gift / Supercell,0.34 Wild-gift / Cyclone)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Con Talent masteries: +0.34 Wild-gift / Cyclone +0.34 Wild-gift / Supercell Physical save: +9 (+2 eff.) Life regen: +1.40 Maximum life: +37.00 Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level.healing infusion (heal 63) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 63 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.acid wave rune (161 acid damage; disarm 5 turns with power 22) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 161.28 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 22 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.heat beam rune (360 fire damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 360.25 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
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 It can be used to create a reflective shield (50% reflection rate, 278 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. |
Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+2 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 30 power out of 60/60) : Effective talent level: 5.1 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 8 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
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 (+7 eff.) Confusion immunity: -100% Mindpower: +8 (+2 eff.) It can be used to activate talent Inner Demons (costing 30 power out of 30/30) : Effective talent level: 6.8 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 14 turns, there's a 29% 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. |
SplendourwireInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 light / 16 lightning Changes stats: +3 Con Changes resistances: +12% light Changes resistances penetration: +5% lightning Changes damage: +3% light Physical save: +6 (+2 eff.) Life regen: +1.30 Maximum life: +32.00 Amulets can have magical properties. |
archmage's steel amulet of perfection (0.16 Wild-gift / Rain,0.16 Wild-gift / Cyclone)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes damage: +6% acid / +5% fire / +5% cold / +5% lightning Talent masteries: +0.16 Wild-gift / Rain +0.16 Wild-gift / Cyclone Spellpower: +5 (+1 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
enraging stralite amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +8 (+2 eff.) Damage (Melee): 10 light / 8 darkness Effects when hit in melee: * 12% chance to inflict 15% damage reduction * 10% chance to blind Changes damage: +7% physical / +6% light / +10% darkness Combat speed: +10% Amulets can have magical properties. |
gold amulet 'Drygolar'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +11 Defense: +7 (+2 eff.) Changes resistances: +15% light / +15% arcane Changes resistances cap: +5% all Physical save: +16 (+4 eff.) Spell save: +20 (+5 eff.) Mental save: +12 (+3 eff.) Confusion immunity: +10% Amulets can have magical properties. |
grounding voratun amulet of perfection (0.40 Wild-gift / Rain,0.40 Wild-gift / Cyclone)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +21% lightning Talent masteries: +0.40 Wild-gift / Rain +0.40 Wild-gift / Cyclone Stun/Freeze immunity: +30% Amulets can have magical properties. |
insulating steel amulet of willpower (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +14% fire / +16% cold Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level.protective voratun amulet of the eclipse Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +8 (+2 eff.) Damage (Melee): 9 light / 11 darkness Effects when hit in melee: * 11% chance to inflict 15% damage reduction * 11% chance to blind Changes resistances cap: +5% all Changes damage: +12% light / +12% darkness Physical save: +23 (+6 eff.) Amulets can have magical properties. |
serendipitous steel amulet of dexterity (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +5 (+2 eff.) Changes stats: +5 Lck / +3 Dex Reduce all damage from unseen attackers: 10% Amulets can have magical properties. |
serendipitous voratun amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +18 (+4 eff.) Armour penetration: +15 Defense: +11 (+3 eff.) Changes stats: +16 Lck Critical mult.: +17.00% Reduce all damage from unseen attackers: 19% Amulets can have magical properties. |
starseer's stralite amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +7 Mag Changes damage: +5% darkness / +6% temporal / +6% light / +6% physical Mana each turn: +0.45 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +39.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
stralite amulet of the eclipsePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage (Melee): 8 light / 11 darkness Effects when hit in melee: * 9% chance to inflict 15% damage reduction * 9% chance to blind Changes damage: +12% light / +7% darkness Amulets can have magical properties. |
vitalizing gold amulet of perfection (0.25 Wild-gift / Rain,0.25 Wild-gift / Blaze)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Talent masteries: +0.25 Wild-gift / Rain +0.25 Wild-gift / Blaze Physical save: +8 (+2 eff.) Life regen: +1.40 Maximum life: +47.00 Amulets can have magical properties. |
vitalizing voratun amulet of soulsearingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Con Changes damage: +11% blight / +11% fire Critical mult.: +16.00% Physical save: +13 (+3 eff.) Life regen: +2.10 Maximum life: +32.00 Spellpower: +13 (+3 eff.) Amulets can have magical properties. |
voratun amulet 'Voidpall'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +17 Physical power: +8 (+2 eff.) Changes stats: +4 Mag Changes resistances: +3% mind Changes damage: +8% temporal / +5% light / +9% blight / +16% physical / +13% darkness Critical mult.: +27.00% Spell save: +9 (+2 eff.) Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Combat speed: +10% Amulets can have magical properties. |
voratun amulet of soulsearingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes damage: +9% blight / +12% fire Critical mult.: +18.00% Spellpower: +10 (+3 eff.) Amulets can have magical properties. |
wanderer's voratun amulet of willpower (+5)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -7% Changes stats: +5 Dex / +6 Wil / +9 Cun / +10 Con Life regen: +1.20 Stamina each turn: +0.50 Movement speed: +10% Amulets can have magical properties. |
warmaker's voratun amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +7 Str / +7 Dex / +4 Mag / +8 Wil Mana each turn: +0.38 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +41.00 Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
HettiragasCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Damage when hit (Melee): 8 blight Changes stats: +3 Str / +5 Cun / +5 Wil Changes resistances penetration: +20% blight Changes damage: +6% blight Mental save: +5 (+1 eff.) Confusion immunity: +20% Mindpower: +7 (+2 eff.) Rings can have magical properties. |
Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+3 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+3 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 3.4 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 65 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
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. |
Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Combat training +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Unarmed training +0.30 Technique / Thuggery +0.30 Technique / Shield defense +0.30 Technique / Two-handed weapons +0.30 Technique / Archery prowess +0.30 Technique / Archery excellence +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Shield offense +0.30 Technique / Superiority +0.30 Technique / Pugilism +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Runugar the DuathelterrorInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Str / +5 Dex / +4 Wil Changes resistances: +13% physical Changes resistances penetration: +15% darkness Changes damage: +13% physical Rings can have magical properties. |
UrthilathadezorCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +3 Con Changes resistances: +9% nature / +1% physical Physical save: +7 (+2 eff.) Spell save: +27 (+7 eff.) Mental save: +7 (+2 eff.) Rings can have magical properties. |
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 Talent mastery: +0.20 Wild-gift / Rain 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 1 tidal wave that expands slowly over 7 turns, dealing 40.48 cold and 27.44 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
gladiator's copper ring of the mountain (+11%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +5 Str / +5 Con Changes resistances: +11% physical Changes damage: +11% physical Rings can have magical properties. |
gladiator's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +5 Str / +7 Con Life regen: +0.80 Maximum life: +45.00 Healing mod.: +19% Rings can have magical properties. |
gladiator's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +6 Str / +4 Con Life regen: +0.90 Maximum life: +46.00 Healing mod.: +21% Rings can have magical properties. |
gladiator's voratun ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+4 eff.) Effects on melee hit: * 20% chance to blind Damage (Melee): 40 light Effects on ranged hit: * 30% chance to blind Damage (Ranged): 43 light Changes stats: +5 Str / +10 Con Rings can have magical properties. |
gladiator's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +7 Str / +7 Con Life regen: +1.60 Maximum life: +88.00 Healing mod.: +17% Rings can have magical properties. |
gold ring 'Emowyn'Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +7 Wil / +9 Mag Changes damage: +6% arcane Spell save: +8 (+2 eff.) Mana each turn: +0.04 Maximum mana: +60.00 Spellpower: +14 (+4 eff.) Mindpower: +8 (+2 eff.) Rings can have magical properties. |
marksman's voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +31 (+6 eff.) Armour penetration: +15 Defense: +10 (+3 eff.) Changes stats: +8 Dex It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.4 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 123% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
mule's gold ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Maximum encumbrance: +22 Mental save: +8 (+2 eff.) Confusion immunity: +25% Rings can have magical properties. |
mule's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +9 Defense: +9 (+3 eff.) Fatigue: -6% Maximum encumbrance: +20 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.4 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 123% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
mule's stralite ring of frost (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -8% Changes resistances: +24% cold Changes damage: +12% cold Maximum encumbrance: +27 Rings can have magical properties. |
painweaver's stralite ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +11 (+3 eff.) Changes resistances: +12% acid / +26% fire / +19% lightning / +16% cold Changes damage: +7% all Spellpower: +13 (+3 eff.) Mindpower: +11 (+3 eff.) Rings can have magical properties. |
pixie's stralite ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 13% chance to blind Damage (Melee): 23 light Effects on ranged hit: * 19% chance to blind Damage (Ranged): 37 light Changes stats: +5 Cun / +5 Mag Spellpower: +8 (+2 eff.) Rings can have magical properties. |
pixie's stralite ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 14% chance to cause random gloom Damage (Melee): 16 bleed Effects on ranged hit: * 13% chance to cause random gloom Damage (Ranged): 8 bleed Changes stats: +11 Cun / +6 Mag Hate when firing a critical mind attack: +2.00 Maximum hate: +13.00 Spellpower: +9 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.4 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 157% weapon damage. If the attack hits, the target will bleed for 298% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings can have magical properties. |
pixie's voratun ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +6 Cun / +4 Mag Spellpower: +22 (+6 eff.) Mindpower: +9 (+2 eff.) Rings can have magical properties. |
rogue's gold ring of lightning (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Changes resistances: +24% lightning Changes damage: +12% lightning Rings can have magical properties. |
rogue's steel ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +4 Cun Mental save: +7 (+2 eff.) Confusion immunity: +25% Rings can have magical properties. |
rogue's steel ring of frost (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Changes resistances: +20% cold Changes damage: +10% cold Rings can have magical properties. |
savage's stralite ring of lightning (+36%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +3 Con Changes resistances: +36% lightning Changes damage: +18% lightning Spell save: +14 (+3 eff.) Maximum stamina: +22.00 Rings can have magical properties. |
savior's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical save: +12 (+3 eff.) Spell save: +13 (+3 eff.) Mental save: +13 (+3 eff.) Life regen: +1.60 Maximum life: +73.00 Healing mod.: +21% Rings can have magical properties. |
sneakthief's voratun ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Effects on melee hit: * 31% chance to blind Damage (Melee): 50 light Effects on ranged hit: * 30% chance to blind Damage (Ranged): 43 light Changes stats: +7 Cun / +6 Dex Rings can have magical properties. |
sneakthief's voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +23 (+5 eff.) Armour penetration: +13 Defense: +17 (+5 eff.) Changes stats: +9 Cun / +8 Dex It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.4 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 123% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
solipsist's stralite ring of frost (+30%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes resistances: +30% cold Changes damage: +15% cold Mindpower: +10 (+2 eff.) Rings can have magical properties. |
steel ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 9 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 7 bleed Changes stats: +3 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 5.1 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 170% weapon damage. If the attack hits, the target will bleed for 321% weapon damage over 7 turns, and all healing will be reduced by 75%. Rings can have magical properties. |
stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
titan's steel ring of clarityInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Confusion immunity: +20% Rings can have magical properties. |
treant's stralite ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +10% nature / +9% blight Poison immunity: +15% Disease immunity: +14% Life regen: +0.50 Maximum life: +67.00 Healing mod.: +16% Rings can have magical properties. |
treant's stralite ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +11 Defense: +11 (+3 eff.) Changes resistances: +9% nature / +11% blight Poison immunity: +19% Disease immunity: +20% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.4 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 123% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
treant's voratun ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +10% nature / +5% blight Poison immunity: +22% Disease immunity: +28% Life regen: +1.60 Maximum life: +70.00 Healing mod.: +16% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.voratun ring 0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
warrior's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Stun/Freeze immunity: +21% Life regen: +0.80 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.quick voratun battleaxe of nature (170% power, 4 apr) Requires: Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 170% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 111% When wielded/worn: Accuracy: +19 (+4 eff.) Changes stats: +10 Dex Changes resistances: +12% all Changes resistances penetration: +21% nature Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.Dairabers the voratun dagger (147% power, 9 apr) Requires: Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour penetration: +12 Changes stats: +3 Mag Changes resistances: +12% mind / +15% fire Changes resistances penetration: +11% physical Changes damage: +11% physical Talent masteries: +0.20 Wild-gift / Rain +0.20 Wild-gift / Supercell Mental save: +30 (+6 eff.) Silence immunity: +20% Disarm immunity: +15% Pinning immunity: +10% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.warbringer's voratun greatmaul (180% power, 4 apr) Requires: Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 180% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical power: +21 (+5 eff.) Changes stats: +9 Con Changes resistances penetration: +9% physical Disarm immunity: +27% Massive two-handed mauls. |
Champion's Will (179% power, 22 apr)Requires: Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 179% Range: 1.6x Uses stats: 20% Con, 114% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing 64 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt, costing 30 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
This item will automatically be transmogrified when you leave the level.caustic voratun greatsword of dampening (175% power, 4 apr) Requires: Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 175% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 34% chance to corrode armour by 30% When wielded/worn: Changes resistances: +19% acid / +24% fire / +21% lightning / +21% cold Changes resistances penetration: +19% acid Spell save: +13 (+3 eff.) Life regen: +3.00 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.thought-forged voratun longsword of the leech (151% power, 6 apr) Requires: Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 151% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 35% chance to cause random gloom * Slows global speed by 20% * leeches stamina from the target Damage (Melee): +16 mind When wielded/worn: Damage when hit (Melee): 13 nature slow Changes stats: +6 Cun / +7 Wil Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.truestriking voratun longsword of evisceration (155% power, 6 apr) Requires: Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 155% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 14 bleeding, 55% reduced healing When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +11 Physical crit. chance: +10.0% Physical power: +13 (+3 eff.) Changes resistances penetration: +12% physical Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.elemental voratun mace of crippling (157% power, 6 apr) Requires: Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 157% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +13.0% Changes resistances penetration: +16% acid / +17% fire / +17% lightning / +12% cold Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.inquisitor's voratun mace of nature (153% power, 6 apr) Requires: Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 153% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 23 arcane resource burn On weapon crit: * burns latent spell energy When wielded/worn: Changes resistances: +4% all Changes resistances penetration: +15% nature Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.runic drakeskin leather sling of true flight Requires: - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +8.0% Changes stats: +5 Mag Changes damage: +10% arcane Spellpower: +10 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
Awakened Staff of Absorption (172% power, 60 apr, fire element)Requires: Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+12 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Bolbum's Big Knocker (176% power, 10 apr, physical element)Requires: Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 176% Range: 1.2x Uses stat: 140% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +10 Attack speed: 100% Damage (Melee): +10 % chance of confusion When wielded/worn: Accuracy: +7 (+2 eff.) Changes damage: +20% physical Talent mastery: +0.20 Spell / Staff combat Spellpower: +12 (+3 eff.) Spell crit. chance: +18% It can be used to activate talent Channel Staff (costing 9 power out of 20/20) : Effective talent level: 4.0 Power cost: 9 out of 20/20. Range: 8 Travel Speed: 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 102% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
This item will automatically be transmogrified when you leave the level.quick voratun waraxe of evisceration (150% power, 6 apr) Requires: Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 150% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 111% On weapon crit: * wounds the target for 7 turns: 14 bleeding, 55% reduced healing When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +13.0% Physical power: +11 (+3 eff.) Changes stats: +7 Dex One-handed war axes. |
This item will automatically be transmogrified when you leave the level.ravager's drakeskin leather belt of containment Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes resistances penetration: +13% physical Changes damage: +23% physical Maximum life: +103.00 Maximum mana: +79.00 Maximum stamina: +34.00 Maximum hate: +20.00 Maximum psi: +32.00 Maximum vim: +36.00 Maximum pos.energy: +34.00 Maximum neg.energy: +34.00 Reduces paradox anomalies(equivalent to willpower): +16 A belt that goes around your waist. |
Gloomsage (18 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +34 (+7 eff.) Defense: +18 (+5 eff.) Fatigue: -10% Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes stats: +4 Dex / +2 Wil / +4 Cun Changes resistances: +18% nature / +20% blight Changes resistances penetration: +5% arcane Changes damage: +3% darkness / +9% blight Physical save: +15 (+4 eff.) Life regen: +3.00 Maximum life: +104.00 Maximum stamina: +36.00 Spell crit. chance: +2% Healing mod.: +30% Talent on hit(spell): Freeze (10% chance level 1). 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 'Arcmonster' (3 def, 25 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +25 Defense: +3 (+1 eff.) Changes stats: +6 Mag / +8 Wil Changes resistances: +6% lightning / +57% cold / +30% darkness / +30% temporal Critical mult.: +10.00% Spell save: +6 (+1 eff.) Mana each turn: +0.08 Spell crit. chance: +7% Damage Shield penetration: +50% Defense after a teleport: +30 Resist all after a teleport: +15% New effects duration reduction after a teleport: +22% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.Xanuth the Strikequencher (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Effects on melee hit: * 33% chance to corrode armour by 30% * 30% chance to daze at end of turn Damage when hit (Melee): 20 lightning Changes resistances: +6% acid / +20% temporal / +21% lightning Changes damage: +6% acid / +20% temporal / +30% lightning 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 (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes damage: +20% all Spellpower: +20 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.mindwoven elven-silk robe of power (5 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes damage: +15% all Mental save: +23 (+5 eff.) Spellpower: +17 (+4 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.psion's elven-silk robe (5 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes resistances penetration: +16% mind Changes damage: +15% mind Psi each turn: +0.84 Maximum psi: +32.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.Umbraedge (0 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * 33% chance to blind Changes resistances: +14% fire / +15% cold Changes damage: +6% darkness Poison immunity: +25% Silence immunity: +40% Pinning immunity: +15% Knockback immunity: +40% Maximum life: +40.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +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.dreamer's pair of voratun boots of evasion (15 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +15 (+4 eff.) Fatigue: +4% Physical save: +13 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +15 (+3 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.4 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 37% chance to evade melee and ranged attacks and 48 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. 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.undeterred pair of drakeskin leather boots of rushing (0 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Str / +4 Con Silence immunity: +37% Confusion immunity: +50% Stun/Freeze immunity: +34% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.7 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and 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. |
Hand of the World-Shaper (0 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Wild-gift / Tremor +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+3 eff.) Spell crit. chance: +10% When used to modify unarmed attacks: Power: 148% Range: 1.4x Uses stats: 40% Dex, 40% Cun, 10% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 83% When this weapon hits: Earthen Missiles (15% chance level 5). Burst (radius 1) on hit: +50 gravity Burst (radius 2) on crit: +30 gravity pin It can be used to activate talent Earthquake (costing 30 power out of 30/30) : Effective talent level: 6.8 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 91.35 physical damage in a radius of 5 each turn for 9 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Spellhunt Remnants (6 def, 8 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Spell save: +15 (+4 eff.) Mindpower: +12 (+3 eff.) Mental crit. chance: +5% Light radius: +1 When used to modify unarmed attacks: Power: 142% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Armour Penetration: +18 Crit. chance: +12.0% Attack speed: 83% When this weapon hits: Destroy Magic (100% chance level 5). When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Aura of Silence (10% chance level 1). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 274.50 arcane damage and stunned), costing 100 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
This item will automatically be transmogrified when you leave the level.alchemist's voratun gauntlets of war-making (0 def, 3 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Armour: +3 Damage (Melee): 9 acid / 6 fire / 8 cold / 10 lightning Changes stats: +3 Mag / +5 Wil Critical mult.: +15.00% Spell crit. chance: +20% Mental crit. chance: +19% When used to modify unarmed attacks: Power: 148% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +20.0% Attack speed: 83% When this weapon crits: Cripple (20% chance level 5). Damage (Melee): +6 ice / +29 fire / +17 acid / +17 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.brawler's drakeskin leather gloves of regeneration (0 def, 3 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +5 Str / +4 Dex / +4 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +11 (+3 eff.) Life regen: +4.60 Stamina each turn: +1.30 Psi each turn: +0.36 When used to modify unarmed attacks: Power: 127% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +12 Armour Penetration: +5 Crit. chance: +19.0% Attack speed: 100% When this weapon hits: Set Up (10% chance level 5). When this weapon hits: Second Wind (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.drakeskin leather gloves 'Elenagar' (0 def, 15 armour) Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Armour Hardiness: +9% Damage (Melee): 7 mind Changes stats: +15 Con Changes resistances: +5% mind / +10% physical Changes resistances penetration: +25% mind Changes damage: +4% mind / +3% blight Mana each turn: +0.26 Equilibrium when hit: +0.04 Psi when firing a critical mind attack: +1.00 Spellpower: +10 (+3 eff.) Spell crit. chance: +6% Mental crit. chance: +3% When used to modify unarmed attacks: Power: 129% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Psychic Lobotomy (20% chance level 5). When this weapon hits: Stone Touch (5% chance level 5). When this weapon hits: Elemental Bolt (15% chance level 5). Damage (Melee): +13 arcane Burst (radius 2) on crit: +7 mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Eilinurenor (12 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Physical power: +5 (+1 eff.) Armour: +5 Defense: +12 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 16% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 arcane Changes stats: +15 Str / +10 Cun / +5 Con Changes resistances: +6% arcane Mental speed: +10% A cap made of leather. |
This item will automatically be transmogrified when you leave the level.bladed voratun helm of fortune (0 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Armour: +5 Fatigue: +5% Damage when hit (Melee): 9 physical Changes stats: +14 Lck / +4 Str Spell crit. chance: +7% Mental crit. chance: +7% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 5.1 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 195.8 Physical damage. If the attack hits, the target is confused (45% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.defender's voratun helm of sanctity (7 def, 13 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +13 Defense: +7 (+2 eff.) Fatigue: +5% Changes resistances: +7% blight / +14% darkness / +5% all Physical save: +11 (+3 eff.) Spell save: +15 (+4 eff.) Mental save: +13 (+3 eff.) Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 3.4 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.dragonslayer's drakeskin leather cap of trickery (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +5 Fatigue: +5% Changes stats: +4 Cun / +4 Dex Changes resistances: +11% acid / +14% fire / +15% lightning / +13% cold A cap made of leather. |
drakeskin leather cap 'Layuyagawyn' (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Armour: +5 Fatigue: +5% Changes stats: +1 Mag / +3 Wil / +2 Cun / +12 Lck Changes resistances: +1% physical Talent mastery: +0.30 Wild-gift / Tremor Spell save: +30 (+7 eff.) Spell crit. chance: +6% Mental crit. chance: +8% A cap made of leather. |
dwarven-steel helm 'Scabpall' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +4 Fatigue: +4% Changes stats: +3 Cun / +4 Dex Changes resistances: +12% blight / +9% light / +9% arcane Spell save: +6 (+1 eff.) Talent on hit(nature): Acidbeam (5% chance level 2). A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.thaloren voratun helm of precognition (12 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +5 Defense: +12 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 18% chance to gain 10% of a turn (3/turn limit) Changes stats: +10 Cun / +5 Wil Changes resistances: +9% blight Mental save: +13 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.warlord's drakeskin leather cap of fortune (0 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +11 (+3 eff.) Armour: +5 Fatigue: +5% Changes stats: +6 Str / +5 Wil / +17 Lck Changes resistances: +13% physical Physical save: +9 (+2 eff.) Spell crit. chance: +6% Mental crit. chance: +6% A cap made of leather. |
Poluwyn the stralite mail armour (4 def, 8 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Changes resistances: +7% physical Physical save: +18 (+5 eff.) Life regen: +6.50 Maximum life: +118.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Healing mod.: +31% Talent on hit(mindpower): Acidbeam (5% chance level 1). Talent on hit(mindpower): Poisonous Spores (5% chance level 1). A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.enlightening voratun plate armour of Eyal (9 def, 16 armour) Requires: - Talent Heavy Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Changes stats: +7 Cun / +7 Wil Mental save: +17 (+4 eff.) Life regen: +2.70 Maximum life: +71.00 Healing mod.: +30% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.fearforged voratun plate armour of command (16 def, 23 armour) Requires: - Talent Heavy Armour Training (level 3) Powered by arcane forces Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +23 Defense: +16 (+4 eff.) Fatigue: +37% Changes stats: +5 Cun / +10 Con Changes resistances: +12% fire / -17% light / +10% darkness Physical save: +9 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +31 (+6 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.impenetrable voratun plate armour of acid resistance (9 def, 29 armour) Requires: - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +29 Defense: +9 (+3 eff.) Fatigue: +26% Changes resistances: +30% acid A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.searing voratun plate armour of thunder (9 def, 16 armour) Requires: - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Physical power: +20 (+5 eff.) Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Damage (Melee): 21 acid / 23 fire Damage when hit (Melee): 14 acid / 15 fire Changes stats: +9 Str / +8 Mag / +9 Wil Changes resistances: +30% acid / +26% fire / +17% lightning Spellpower: +16 (+4 eff.) Spell crit. chance: +9% Mindpower: +24 (+5 eff.) Mental crit. chance: +7% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.impervious voratun shield of cold resistance (+25%) (12 def, 14 armour, 307 block) Requires: - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +14 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Changes stats: +7 Con Changes resistances: +25% cold Talent granted: +5 Block Physical save: +13 (+3 eff.) Handheld deflection devices. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Kindlerazor (dig speed 12 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Effects on melee hit: * Slows global speed by 30% * 10 arcane resource burn Changes stats: +2 Str / +2 Dex Changes resistances: +12% nature / +6% cold Changes resistances penetration: +10% fire Changes damage: +6% nature Maximum life: +26.00 Maximum stamina: +18.00 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level.piercing dwarven lantern of the moons Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +11 Changes resistances: +15% light Changes resistances penetration: +13% all Changes damage: +13% darkness Damage affinity(heal): +5% darkness It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 6.8 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 227.45 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
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), costing 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, costing 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, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of CommunicationPowered by unknown forces 0.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to speak with someone, costing 1 power out of 1/1. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
4 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 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. |
Rod of Recall (400/400)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to teleport the user to another zone after 40 turns, costing 1 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), 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. |
This item will automatically be transmogrified when you leave the level.plaguebringer's pouch of voratun shots of accuracy (24/24, 168% power, 6 apr) Requires: Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 168% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +25 Armour Penetration: +6 Crit. chance: +7.0% Capacity: 24 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 18% chance to disease Damage (Ranged): +5 blight Shots are used with slings to pummel your foes to death. |
Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+3 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 5.1 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 166 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
This item will automatically be transmogrified when you leave the level.void dragonbone wand of conjuration [power 469] (10 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Talent granted: +4 Void Blast It can be used to fire a bolt of a random element with (base) damage 234 to 469, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
This item will automatically be transmogrified when you leave the level.warded dragonbone wand of firewall [power 341] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Maximum wards: +3 lightning / +5 temporal / +5 blight / +5 fire / +4 cold Talent granted: +1 Ward It can be used to creates a wall of flames lasting 4 turns (dealing 710 fire damage overall), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
7 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 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. |
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.
Achievements
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By qcoha the Cornac Harbinger level 33
2nd Dusk 122nd year of Ascendancy at 08:50 see stats
Against all odds (Roguelike)
Killed Ukruk in the ambush.By qcoha the Cornac Harbinger level 32
2nd Dusk 122nd year of Ascendancy at 08:38 see stats
Are you out of your mind?! (Roguelike)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By qcoha the Cornac Harbinger level 50
2nd Decay 122nd year of Ascendancy at 16:43 see stats
Back and there again (Roguelike)
Opened a portal to the Far East from Maj'Eyal.By qcoha the Cornac Harbinger level 43
74th Haze 122nd year of Ascendancy at 21:04 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By qcoha the Cornac Harbinger level 38
28th Dusk 122nd year of Ascendancy at 11:53 see stats
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By qcoha the Cornac Harbinger level 50
4th Decay 122nd year of Ascendancy at 19:48 see stats
Can you bear it? So much bearness! (Roguelike)
Killed Borius in the Bearscape.By qcoha the Cornac Harbinger level 41
63rd Haze 122nd year of Ascendancy at 07:40 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By qcoha the Cornac Harbinger level 36
12nd Dusk 122nd year of Ascendancy at 00:36 see stats
Dragon's Greed (Roguelike)
Amassed 8000 gold pieces.By qcoha the Cornac Harbinger level 37
27th Dusk 122nd year of Ascendancy at 12:09 see stats
Evil denied (Roguelike)
Won ToME by preventing the Void portal from opening.By qcoha the Cornac Harbinger level 50
5th Decay 122nd year of Ascendancy at 20:47 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By qcoha the Cornac Harbinger level 25
2nd Flare 122nd year of Ascendancy at 16:27 see stats
Fear of Fours (Roguelike)
Killed all four bosses of the Slime Tunnels.By qcoha the Cornac Harbinger level 49
2nd Decay 122nd year of Ascendancy at 05:32 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By qcoha the Cornac Harbinger level 18
8th Mirth 122nd year of Ascendancy at 13:09 see stats
I cleared the room of death and all I got was this lousy achievement! (Roguelike)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By qcoha the Cornac Harbinger level 50
2nd Decay 122nd year of Ascendancy at 16:49 see stats
Level 10 (Roguelike)
Got a character to level 10.By qcoha the Cornac Harbinger level 10
79th Pyre 122nd year of Ascendancy at 21:05 see stats
Level 20 (Roguelike)
Got a character to level 20.By qcoha the Cornac Harbinger level 20
10th Mirth 122nd year of Ascendancy at 17:37 see stats
Level 30 (Roguelike)
Got a character to level 30.By qcoha the Cornac Harbinger level 30
8th Flare 122nd year of Ascendancy at 14:21 see stats
Level 40 (Roguelike)
Got a character to level 40.By qcoha the Cornac Harbinger level 40
29th Dusk 122nd year of Ascendancy at 07:02 see stats
Level 50 (Roguelike)
Got a character to level 50.By qcoha the Cornac Harbinger level 50
2nd Decay 122nd year of Ascendancy at 05:32 see stats
Orcrist (Roguelike)
Killed the leaders of the Orc Pride.By qcoha the Cornac Harbinger level 48
1st Decay 122nd year of Ascendancy at 01:03 see stats
Overpowered! (Roguelike)
Did over 6000 damage in one attack.By qcoha the Cornac Harbinger level 33
2nd Dusk 122nd year of Ascendancy at 08:38 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By qcoha the Cornac Harbinger level 13
3rd Mirth 122nd year of Ascendancy at 00:59 see stats
Shasshhiy'Kaish (Roguelike)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By qcoha the Cornac Harbinger level 34
6th Dusk 122nd year of Ascendancy at 17:51 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By qcoha the Cornac Harbinger level 32
2nd Dusk 122nd year of Ascendancy at 08:38 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By qcoha the Cornac Harbinger level 14
3rd Mirth 122nd year of Ascendancy at 22:21 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By qcoha the Cornac Harbinger level 37
12nd Dusk 122nd year of Ascendancy at 08:33 see stats
Tactical master (Roguelike)
Fought the two Sorcerers without closing any invocation portals.By qcoha the Cornac Harbinger level 50
5th Decay 122nd year of Ascendancy at 20:46 see stats
The Legend of Garkul (Roguelike)
Learned the five chapters of the Legend of Garkul.By qcoha the Cornac Harbinger level 48
80th Haze 122nd year of Ascendancy at 21:40 see stats
The Sun Still Shines (Roguelike)
Aeryn survived the last battle.By qcoha the Cornac Harbinger level 50
5th Decay 122nd year of Ascendancy at 20:47 see stats
The bigger the better! (Roguelike)
Did over 3000 damage in one attack.By qcoha the Cornac Harbinger level 33
2nd Dusk 122nd year of Ascendancy at 08:38 see stats
The secret city (Roguelike)
Discovered the truth about mages.By qcoha the Cornac Harbinger level 40
68th Dusk 122nd year of Ascendancy at 18:07 see stats
There and back again (Roguelike)
Opened a portal to Maj'Eyal from the Far East.By qcoha the Cornac Harbinger level 38
28th Dusk 122nd year of Ascendancy at 12:39 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By qcoha the Cornac Harbinger level 27
5th Flare 122nd year of Ascendancy at 11:15 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By qcoha the Cornac Harbinger level 16
6th Mirth 122nd year of Ascendancy at 13:08 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By qcoha the Cornac Harbinger level 31
1st Dusk 122nd year of Ascendancy at 18:50 see stats
Log
Qcoha picks up ( .): runic drakeskin leather sling of true flight.
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
You pickup 1.12 gold pieces.
Qcoha picks up (7.): voratun ring.
Ran for 4 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Qcoha picks up ( .): thought-forged voratun longsword of the leech (151% power, 6 apr).
Qcoha picks up ( .): pearl.
Qcoha picks up (c.): heat beam rune (360 fire damage).
Ran for 13 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 7 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: at portal).
Qcoha deactivates Elemental Harmony.
Qcoha deactivates Defensive Posture.



































































































