Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.2.4Official Expansion!Items Vault 1.3.0Donators/Buyers bonus! Steamtech UI 1.1.4 |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Oozemancer |
| Level / Exp | 50 / 2172% |
| Size | medium |
| Lifes / Deaths | Killed by Govena the fire drake hatchling at level 50 on the 3rd Acquisition 124th year of Ascendancy at 10:45 / 2Killed by Lisobretha the runed bone giant at level 50 on the 24th Profit 124th year of Ascendancy at 14:34 |
| Antimagic | Follower |
Primary Stats
| Strength | 49 (base 21) |
| Dexterity | 37 (base 21) |
| Constitution | 100 (base 64) |
| Magic | 19 (base 10) |
| Willpower | 137.69327720406 (base 65) |
| Cunning | 108.85446709158 (base 61) |
Resources
| Life | 1409/1409 |
| Stamina | 586/586 |
| Equilibrium | 88 |
| Healing Factor | 1.44 |
| Regeneration | 10.872 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 6 |
| Infravision | 8 |
| See Stealth | 15 |
| See Invisible | 25 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major, humanoid/orc |
Offense: Mainhand
| Damage | 139 |
| Accuracy | 64 |
| Crit Chance | 52% |
| APR | 60 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 138 |
| Accuracy | 64 |
| Crit Chance | 52% |
| APR | 59 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 6.3333333333333 |
| Crit Chance | 35% |
| Speed | 1 |
Offense: Mind
| Mindpower | 90.165140173317 |
| Crit Chance | 64% |
| Speed | 1 |
Offense: Damage Bonus
| All | +7% |
Defense: Base
| Armour (hardiness) | 13 (30%) |
| Defense | 37.725 |
| Ranged Defense | 39.725 |
| Fatigue | 0 |
| Physical Save | 69.691380422467 |
| Spell Save | 63.864542177822 |
| Mental Save | 68.226808048335 |
Defense: Resistances
| All | + 22%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 30% |
| Poison Resistance | 71% |
| Blind Resistance | 100% |
| Disarm Resistance | 43% |
| Bleed Resistance | 71% |
| Pinning Resistance | 39% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 29% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 810 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 911 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 941% 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: 23 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 24 for 9 turns. While Heroism is active, you will only die when reaching -807 life. However, when below 0 you cannot see how much life you have left. 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 / Oozing blades | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Wild-gift / Moss | 1.50 |
| 4/5 |
| 4/5 |
| 4/5 |
| 2/5 |
| Wild-gift / Slime | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Ooze | 1.30 |
| 4/5 |
| 4/5 |
| 3/5 |
| 4/5 |
| Wild-gift / Mucus | 1.30 |
| 4/5 |
| 4/5 |
| 2/5 |
| 2/5 |
Generic Talents
| Wild-gift / Fungus | 1.40 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Cunning / Survival | 1.10 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.40 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.30 |
| 2/5 |
| 3/5 |
| 5/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Wild Growth |
| talent | Unstoppable Nature |
| talent | Psiblades |
| talent | Mitosis |
| talent | Antimagic Shield |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the lost anorithil from death by Vorerin the skeleton archer. Escort: lost anorithil (level 7 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the repented thief from death by Adywe the skeleton warrior. Escort: repented thief (level 6 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Willpower by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2060. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of drakeskin leather boots 'Velita' (0 def, 5 armour) pair of drakeskin leather boots 'Velita' (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -5% Changes stats: +4 Dex / +10 Cun / +8 Con Changes resistances: +2% physical Grants telepathy: Demon/Minor Humanoid/Orc Demon/Major Physical save: +25 (+6 eff.) Mental save: +25 (+6 eff.) Life regen: +0.40 Stamina each turn: +0.90 Psi when hit: +0.12 Hate when firing a critical mind attack: +3.00 Maximum life: +47.00 Movement speed: +10% It can be used to activate talent Disengage, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 5 grids from your target. A pair of boots made of leather. |
| Light source | Pyreidol PyreidolInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Physical power: +10 (+3 eff.) Fatigue: -6% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 4 light / 12 fire Changes stats: +7 Con / +7 Wil Changes resistances: +18% blight / +3% acid Critical mult.: +20.00% Physical save: +15 (+4 eff.) Life regen: +6.70 Maximum life: +80.00 Light radius: +4 Healing mod.: +29% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+3 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 25 power out of 35/35) : Effective talent level: 2.6 Power cost: 25 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 9. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
| On hands | Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)Requires: - Talent 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 (+3 eff.) Spell save: +15 (+4 eff.) Mindpower: +12 (+2 eff.) Mental crit. chance: +5% Light radius: +1 It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creaters are additionally dealt 203.48 arcane damage and stunned), costing 70 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. You feel proud of having fulfilled this ancient duty. |
| Tool | warded dwarven-steel torque of psychoportation [power 36] (21 cooldown) warded dwarven-steel torque of psychoportation [power 36] (21 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Maximum wards: +3 physical / +2 mind / +3 darkness Talent granted: +1 Ward It can be used to teleport randomly (rad 36), putting all charms on cooldown for 21 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Stokespiker the voratun ring Stokespiker the voratun ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+5 eff.) Damage when hit (Melee): 12 fire Changes stats: +10 Str / +10 Wil / +7 Cun / +10 Con Changes resistances: +40% cold / +3% nature / +5% arcane Changes damage: +3% acid / +20% cold Grants telepathy: Humanoid/Orc Spell save: +29 (+7 eff.) Disarm immunity: +43% Pinning immunity: +39% Knockback immunity: +40% Maximum life: +50.00 Mindpower: +15 (+3 eff.) Rings can have magical properties. |
| On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
| Around neck | Coalwitch CoalwitchInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Damage when hit (Melee): 4 darkness Changes resistances: +12% lightning / +3% physical / +6% acid / +26% cold / +3% mind / +25% fire Blindness immunity: +34% Stun/Freeze immunity: +36% Infravision radius: +6 Sight radius: +2 See invisible: +10 Amulets can have magical properties. |
| In main hand | Nexus of the Way (22-24.2 power, 60 apr, mind damage) Nexus of the Way (22-24.2 power, 60 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 97% Wil, 32% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +60 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Cun / +10 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +29 (+6 eff.) Mental crit. chance: +9% It can be used to activate talent Wayist (costing 42 power out of 60/60) : Effective talent level: 1.0 Power cost: 42 out of 60/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
| Around waist | Glitterlord the drakeskin leather belt Glitterlord the drakeskin leather beltInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Changes resistances: +10% acid / +6% temporal / +34% cold / +25% fire / +10% lightning Changes damage: +6% light Critical mult.: +14.00% Physical save: +15 (+4 eff.) Maximum life: +10.00 Maximum stamina: +20.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +1% A belt that goes around your waist. |
| In off hand | Eyal's Will (22-24.2 power, 59 apr, nature damage) Eyal's Will (22-24.2 power, 59 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 96% Wil, 32% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +59 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +16 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Mindpower: +29 (+6 eff.) Mental crit. chance: +9% It can be used to activate talent Slime Wave (costing 21 power out of 30/30) : Effective talent level: 3.0 Power cost: 21 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 8, doing 136.03 slime damage for 14 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
| Cloak | Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+4 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Mindpower: +6 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 7 power out of 25/25) : Effective talent level: 3.3 Power cost: 7 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 90 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
| Main armor | Evermoss Robe (12 def, 0 armour) Evermoss Robe (12 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+5 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.10 Wild-gift / Moss Physical save: +15 (+4 eff.) Life regen: +0.20 Mindpower: +12 (+2 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Inventory
movement infusion of the sneak (946% speed; 9 turns) movement infusion of the sneak (946% speed; 9 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 946% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 654 over 5 turns) regeneration infusion of the psychic (heal 654 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 654 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. regeneration infusion of the warrior (heal 681 over 5 turns)regeneration infusion of the warrior (heal 681 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 681 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. wild infusion of the warrior (resist 35%; cure magical)wild infusion of the warrior (resist 35%; cure magical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 35% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (700.77 temporal damage, removed from time 4 turns) Rune of the Rift (700.77 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 749.83 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. controlled phase door rune (range 10)controlled phase door rune (range 10) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 10. 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. shielding rune (absorb 283 for 8 turns)shielding rune (absorb 283 for 8 turns) 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: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 283 damage for 8 turns. 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. |
shielding rune of the psychic (absorb 875 for 6 turns) shielding rune of the psychic (absorb 875 for 6 turns)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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 875 damage for 6 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. teleportation rune (range 103)teleportation rune (range 103) 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: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 103 with a minimum range of 15. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Taint of Telepathy (Range 10 telepathy for 5 turns) Taint of Telepathy (Range 10 telepathy for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Strip the protective barriers from your mind for 5 turns, allowing in the thoughts all creatures within 10 squares but reducing mind save by 10 and increasing your mindpower by 35 for 10 turns. It can be used to inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Scroll of Summoning (Limmir the Jeweler) Scroll of Summoning (Limmir the Jeweler)Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon, costing 1 power out of 1/1. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Bihir the voratun amulet Bihir the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +10 (+4 eff.) Fatigue: -9% Damage when hit (Melee): 8 arcane Changes stats: +2 Mag Changes resistances: +3% temporal Changes resistances cap: +6% all Changes damage: +6% temporal Physical save: +23 (+6 eff.) Blindness immunity: +36% Life regen: +4.40 Spellpower: +4 (+1 eff.) Spell crit. chance: +2% Infravision radius: +8 Sight radius: +2 See invisible: +8 Amulets can have magical properties. |
Coalquencher the voratun amulet Coalquencher the voratun amuletInfused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 8 darkness Changes stats: +2 Dex / +3 Mag Changes resistances: +23% nature / +22% blight Changes damage: +6% darkness Physical save: +37 (+9 eff.) Spell save: +32 (+8 eff.) Mental save: +46 (+12 eff.) Poison immunity: +41% Disease immunity: +43% Infravision radius: +1 Amulets can have magical properties. |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 28 power out of 40/40) : Effective talent level: 2.6 Power cost: 28 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 454 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Emymithra EmymithraCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -8% Changes stats: +8 Dex / +7 Cun / +8 Con Changes resistances: +3% blight / +6% lightning / +3% nature / +15% mind Changes damage: +15% mind Spell save: +3 (+1 eff.) Life regen: +1.10 Stamina each turn: +0.70 Movement speed: +10% Amulets can have magical properties. |
Harudethel HarudethelInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Changes resistances: +12% mind Blindness immunity: +10% Disarm immunity: +5% Confusion immunity: +29% Amulets can have magical properties. |
Isorin the Singepython Isorin the SingepythonInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 8 fire Changes stats: +4 Con Grants telepathy: Demon/Minor Demon/Major Mindpower: +8 (+2 eff.) Amulets can have magical properties. |
Kindleoracle KindleoracleCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +2 Con Changes resistances: +9% light Changes resistances penetration: +10% light Talent masteries: +0.27 Wild-gift / Oozing blades +0.27 Wild-gift / Fungus Light radius: +2 Infravision radius: +1 See invisible: +3 Amulets can have magical properties. |
Liselramina LiselraminaCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun / +2 Mag Talent mastery: +0.15 Wild-gift / Oozing blades Amulets can have magical properties. |
Mayyta the stralite amulet Mayyta the stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 40% chance to corrode armour Changes resistances: +2% physical Physical save: +22 (+6 eff.) Spell save: +20 (+5 eff.) Mental save: +21 (+5 eff.) Only die when reaching: -40.00 life Healing mod.: +15% Amulets can have magical properties. |
Murknaught MurknaughtInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +2 Wil / +12 Con Changes resistances: +20% mind Changes resistances penetration: +10% nature Confusion immunity: +38% Vim when firing critical spell: +2.00 Maximum mana: +40.00 Damage Shield penetration: +30% Amulets can have magical properties. |
Voidimmortal VoidimmortalInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 4 darkness / 20 lightning Changes stats: +4 Wil Changes resistances: +6% darkness Changes resistances penetration: +5% darkness Changes damage: +6% darkness Mental save: +9 (+2 eff.) Confusion immunity: +18% Mindpower: +10 (+2 eff.) Amulets can have magical properties. |
clarifying stralite amulet of strength (+6) clarifying stralite amulet of strength (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Str Changes resistances: +18% mind Confusion immunity: +33% Amulets can have magical properties. |
copper amulet 'Alogamas' copper amulet 'Alogamas'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% fire / +11% cold Changes damage: +9% arcane / +6% mind Amulets can have magical properties. |
gold amulet 'Ashnight' gold amulet 'Ashnight'Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +11 (+6 eff.) Defense: +10 (+4 eff.) Damage when hit (Melee): 4 fire Changes stats: +9 Lck Changes resistances: +15% lightning / +29% fire / +15% cold Changes resistances penetration: +20% fire Changes damage: +3% acid Stun/Freeze immunity: +22% Reduce all damage from unseen attackers: 15% Amulets can have magical properties. |
gold amulet 'Ebonypyre' gold amulet 'Ebonypyre'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Changes stats: +2 Wil / +4 Con Grants telepathy: Demon/Minor Demon/Major Physical save: +12 (+3 eff.) Life regen: +1.20 Maximum life: +41.00 Amulets can have magical properties. |
grounding steel amulet grounding steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +13% lightning Stun/Freeze immunity: +21% Amulets can have magical properties. |
mindweaver's steel amulet of willpower (+4) mindweaver's steel amulet of willpower (+4)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Mental save: +6 (+2 eff.) Confusion immunity: +13% Mindpower: +5 (+1 eff.) Amulets can have magical properties. |
protective stralite amulet of murder protective stralite amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +5 Physical crit. chance: +6.0% Armour: +4 Defense: +4 (+2 eff.) Changes resistances cap: +5% all Critical mult.: +10.00% Physical save: +14 (+4 eff.) Amulets can have magical properties. |
stralite amulet 'Scorpionfist' stralite amulet 'Scorpionfist'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +2 (+1 eff.) Damage when hit (Melee): 12 nature Changes stats: +2 Con Changes resistances: +26% mind Confusion immunity: +44% Stamina each turn: +0.40 Maximum stamina: +10.00 Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 7 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. |
Borilathabar BorilathabarCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+2 eff.) Physical power: +4 (+1 eff.) Changes resistances: +3% acid Stun/Freeze immunity: +26% Life regen: +1.40 Healing mod.: +10% Rings can have magical properties. |
Chargeripper ChargeripperCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Damage when hit (Melee): 4 mind Changes stats: +4 Str Changes resistances: +3% lightning Changes damage: +9% mind Rings can have magical properties. |
Filthraze FilthrazeInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+3 eff.) Effects on melee hit: * 30% chance to gain 10% of a turn Damage when hit (Melee): 12 nature Changes stats: +8 Str / +8 Con Changes resistances: +32% acid / +6% fire Changes resistances penetration: +15% fire Changes damage: +16% acid / +15% nature Mental save: +13 (+3 eff.) Confusion immunity: +42% Rings can have magical properties. |
Furnacekill the steel ring Furnacekill the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 fire Changes resistances: +22% cold / +3% light / +6% fire Changes damage: +12% fire / +11% cold Rings can have magical properties. |
Haradig HaradigInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Physical crit. chance: +1.0% Changes resistances: +24% acid Changes damage: +12% acid Critical mult.: +3.00% Rings can have magical properties. |
Myneg MynegCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +8 Defense: +8 (+3 eff.) Changes damage: +3% mind Critical mult.: +10.00% It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 2.0 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Turyradig TuryradigInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Changes resistances penetration: +10% physical Life regen: +0.90 Only die when reaching: -60.00 life Maximum life: +59.00 Healing mod.: +19% Rings can have magical properties. |
Voreth the gold ring Voreth the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +14 (+4 eff.) Changes resistances penetration: +15% mind Changes damage: +7% all Grants telepathy: Demon/Minor Demon/Major Mental save: +3 (+1 eff.) Spellpower: +13 (+2 eff.) Mindpower: +19 (+4 eff.) Mental crit. chance: +1% Rings can have magical properties. |
gold ring 'Emeliriba' gold ring 'Emeliriba'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +5% arcane / +16% physical Changes damage: +16% physical Spell save: +18 (+4 eff.) See invisible: +12 Rings can have magical properties. |
gold ring 'Halanarirand' gold ring 'Halanarirand'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -7% Changes stats: +1 Dex Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 15.00% Maximum encumbrance: +21 Equilibrium when hit: +0.04 See invisible: +6 Rings can have magical properties. |
gold ring of speed gold ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+4 eff.) Defense: +5 (+2 eff.) Movement speed: +13% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 28 cooldown : Effective talent level: 4.0 Power cost: 28 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. |
steel ring 'Belena' steel ring 'Belena'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +1 Cun / +2 Con Changes resistances: +24% nature Changes damage: +12% nature Grants telepathy: Demon/Minor Demon/Major Light radius: +1 Rings can have magical properties. |
steel ring 'Chamymnir' steel ring 'Chamymnir'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +5 Dex / +5 Wil / +10 Cun / +4 Con Changes resistances: +6% temporal / +6% cold Physical save: +8 (+2 eff.) Mental save: +25 (+6 eff.) Only die when reaching: -20.00 life Mindpower: +7 (+1 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. voratun battleaxe of crippling (59.5-89.25 power, 4 apr)voratun battleaxe of crippling (59.5-89.25 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 59.5 - 89.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +17.0% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. voratun greatmaul of nature (68.5-102.75 power, 4 apr)voratun greatmaul of nature (68.5-102.75 power, 4 apr) Requires: - Strength 48 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.5 - 102.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +14% all Changes resistances penetration: +21% nature Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. voratun longsword of rage (42.5-59.5 power, 6 apr)voratun longsword of rage (42.5-59.5 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +14 (+7 eff.) Changes stats: +7 Str Changes damage: +15% physical Stamina when hit: +2.20 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. hateful voratun mace of ruin (45.5-63.7 power, 6 apr)hateful voratun mace of ruin (45.5-63.7 power, 6 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 45.5 - 63.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +17 darkness Damage against: +14% Living When wielded/worn: Armour penetration: +15 Physical crit. chance: +14.0% Critical mult.: +20.00% Blunt and deadly. |
Delileg the Cloudsting (13.5-14.85 power, 32 apr, mind damage) Delileg the Cloudsting (13.5-14.85 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +4 acid / +8 lightning Burst (radius 2) on crit: +12 acid When wielded/worn: Changes resistances: +6% lightning Changes resistances penetration: +5% lightning Life regen: +1.10 Maximum life: +26.00 Mindpower: +23 (+5 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Infernozeal' (17-18.7 power, 40 apr, mind damage) living mindstar 'Infernozeal' (17-18.7 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural venom should be returned to the wyrm. Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +4 fire When wielded/worn: Damage when hit (Melee): 10 acid / 10 mind / 9 darkness Changes stats: +2 Dex / +1 Wil / +5 Cun / +2 Con Changes resistances: +14% acid Changes resistances penetration: +14% acid Changes damage: +18% acid / +9% mind / +8% darkness Critical mult.: +25.00% Reduces incoming crit damage: 15.00% Life regen: +2.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Light radius: +3 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Awakened Staff of Absorption (60-72 power, 60 apr, physical element) Awakened Staff of Absorption (60-72 power, 60 apr, physical element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 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 (+8 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 140 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." |
This item will automatically be transmogrified when you leave the level. ethereal dragonbone vilestaff of fate (30-36 power, 6 apr, darkness element)ethereal dragonbone vilestaff of fate (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +25 (+9 eff.) Damage (Melee): 12 % chance of confusion Changes damage: +30% darkness Talent granted: +1 Command Staff Physical save: +14 (+4 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+4 eff.) Spellpower: +23 (+4 eff.) Spell crit. chance: +13% Damage Shield penetration: +49% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elemental voratun waraxe of phasing (38-53.2 power, 21 apr)elemental voratun waraxe of phasing (38-53.2 power, 21 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 38.0 - 53.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +21 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * Random elemental explosion Damage Shield penetration (this weapon only): +48% When wielded/worn: Changes resistances penetration: +17% acid / +12% fire / +17% lightning / +17% cold One-handed war axes. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
skylord's hardened leather belt skylord's hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Str / +4 Dex / +5 Wil / +5 Cun Physical save: +15 (+4 eff.) Spell save: +13 (+3 eff.) Mental save: +15 (+4 eff.) A belt that goes around your waist. |
Earerig the elven-silk cloak (3 def, 0 armour) Earerig the elven-silk cloak (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+2 eff.) Defense: +3 (+2 eff.) Fatigue: -7% Changes resistances: +10% acid / +10% lightning / +20% blight / +10% fire / +19% nature / +10% cold Changes resistances penetration: +10% blight Grants telepathy: Humanoid/Orc Spell save: +30 (+8 eff.) Life regen: +3.00 Maximum mana: +20.00 Maximum hate: +2.00 Mindpower: +6 (+1 eff.) Healing mod.: +24% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ureslak's Molted Scales (0 def, 0 armour) Ureslak's Molted Scales (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Changes resistances: +20% lightning / +20% darkness / +20% fire / +20% cold / +20% nature / -30% arcane Changes resistances cap: +5% lightning / +5% darkness / +5% fire / +5% cold / +5% nature / -30% arcane This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
This item will automatically be transmogrified when you leave the level. murderer's elven-silk cloak of the voidstalker (3 def, 0 armour)murderer's elven-silk cloak of the voidstalker (3 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +10 Defense: +3 (+2 eff.) Changes stats: +4 Cun / +5 Dex Changes resistances: +30% darkness / +30% temporal Defense after a teleport: +30 Resist all after a teleport: +15% New effects duration reduction after a teleport: +29% 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 7 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. focusing elven-silk robe of power (5 def, 0 armour)focusing 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 stats: +8 Mag / +8 Wil Changes damage: +20% all Mana each turn: +0.40 Psi each turn: +0.40 Spellpower: +19 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. shimmering elven-silk robe of darkness (+30%) (5 def, 0 armour)shimmering elven-silk robe of darkness (+30%) (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +30% darkness Changes damage: +20% arcane / +20% darkness Maximum mana: +110.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. spellwoven elven-silk robe of fire (+27%) (5 def, 0 armour)spellwoven elven-silk robe of fire (+27%) (5 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +27% fire Changes damage: +18% fire Spell save: +30 (+8 eff.) Spellpower: +6 (+1 eff.) Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Brodufang (0 def, 4 armour) Brodufang (0 def, 4 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +6 (+3 eff.) Physical crit. chance: +2.0% Armour: +4 Fatigue: +3% Changes stats: +4 Con / +4 Wil Changes resistances penetration: +8% physical Reduces incoming crit damage: 15.00% Physical save: +25 (+6 eff.) Mindpower: +7 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 11 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Nimbusjustice the pair of drakeskin leather boots (21 def, 15 armour) Nimbusjustice the pair of drakeskin leather boots (21 def, 15 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +10 Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Armour: +15 Defense: +21 (+8 eff.) Fatigue: +5% Effects on melee hit: * 15% chance to daze Changes stats: +6 Cun / +6 Con Changes resistances: +13% acid / +6% temporal / +15% cold / +14% fire / +5% arcane / +15% lightning Changes damage: +12% acid Physical save: +24 (+6 eff.) Mental save: +31 (+8 eff.) It can be used to activate talent Evasion, placing all other charms into a 21 cooldown : Effective talent level: 2.2 Power cost: 21 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 32% chance to completely evade them and granting you 23 defense for 17 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
Zelach (0 def, 5 armour) Zelach (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Armour: +5 Fatigue: -5% Changes stats: +9 Str / +8 Dex / +12 Con / +15 Lck Changes resistances: +3% blight / +3% lightning / +3% mind / +3% darkness Changes resistances penetration: +13% physical Changes damage: +10% physical Grants telepathy: Demon/Minor Demon/Major Stealth bonus: +14 Maximum encumbrance: +50 Physical save: +15 (+4 eff.) See invisible: +3 Size category: +1 It can be used to activate talent Heave, placing all other charms into a 7 cooldown : Effective talent level: 4.0 Power cost: 7 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. restorative pair of voratun boots of strife (0 def, 5 armour)restorative pair of voratun boots of strife (0 def, 5 armour) Requires: - Talent Armour Training Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +6 Con / +6 Wil Changes resistances penetration: +10% physical Life regen: +5.30 Mindpower: +8 (+2 eff.) Healing mod.: +23% It can be used to activate talent Blindside, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 17 extra Defense for 1 turn. The Defense boost improves with your Strength. 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. brawler's voratun gauntlets of the juggernaut (0 def, 3 armour)brawler's voratun gauntlets of the juggernaut (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +5 Str / +5 Dex / +4 Cun / +5 Con Talent cooldown: Double Strike (-1 turn) Physical save: +43 (+11 eff.) Spell save: +9 (+2 eff.) Mental save: +10 (+2 eff.) Disarm immunity: +46% It can be used to activate talent Juggernaut, placing all other charms into a 21 cooldown : Effective talent level: 4.0 Power cost: 21 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. restful drakeskin leather gloves of magic (+6) (0 def, 3 armour)restful drakeskin leather gloves of magic (+6) (0 def, 3 armour) Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +6 Mag Changes damage: +11% arcane Life regen: +3.80 Stamina each turn: +2.00 Maximum stamina: +40.00 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. bladed voratun helm of the bounder (0 def, 5 armour)bladed voratun helm of the bounder (0 def, 5 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 10 physical Changes stats: +14 Str / +9 Dex It can be used to activate talent Skullcracker, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 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 203.9 Physical damage. If the attack hits, the target is confused (39% effect) for 5 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. catburglar's drakeskin leather cap of fortune (0 def, 5 armour)catburglar's drakeskin leather cap of fortune (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Armour: +5 Fatigue: +5% Changes stats: +16 Lck / +9 Dex Changes resistances: +25% darkness Spell crit. chance: +8% Mental crit. chance: +8% Infravision radius: +7 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. eldritch elven-silk wizard hat of knowledge (3 def, 0 armour)eldritch elven-silk wizard hat of knowledge (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +7 Cun / +7 Wil Mana each turn: +2.80 Mana when hit: +2.70 Maximum mana: +90.00 Spellpower: +10 (+2 eff.) Mindpower: +6 (+1 eff.) It can be used to activate talent Manaflow, placing all other charms into a 28 cooldown : Effective talent level: 1.0 Power cost: 28 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 7 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. grounding voratun helm of absorption (0 def, 5 armour)grounding voratun helm of absorption (0 def, 5 armour) Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +14% lightning / +14% temporal Stamina when hit: +3.00 Equilibrium when hit: +2.60 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. voratun helm of might (0 def, 5 armour)voratun helm of might (0 def, 5 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +5 Str / +5 Con 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. caller's drakeskin leather armour of Eyal (5 def, 8 armour)caller's drakeskin leather armour of Eyal (5 def, 8 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Changes resistances: +11% cold / +13% fire / +13% nature / +12% physical Life regen: +3.90 Maximum life: +83.00 Healing mod.: +30% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. hardened voratun plate armour of delving (9 def, 26 armour)hardened voratun plate armour of delving (9 def, 26 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Defense: +9 (+4 eff.) Fatigue: +26% Changes stats: +10 Str Changes resistances: +6% acid / +28% physical / +16% darkness / +13% cold / +10% lightning / +12% fire Light radius: +2 It can be used to activate talent Track, placing all other charms into a 21 cooldown : Effective talent level: 2.0 Power cost: 21 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
139 alchemist agate 139 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Aruseta the voratun pickaxe (dig speed 24 turns) Aruseta the voratun pickaxe (dig speed 24 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Changes stats: +3 Str / +9 Mag Changes damage: +12% mind / +6% physical Spell save: +33 (+8 eff.) Mental save: +20 (+5 eff.) Maximum mana: +60.00 Spell crit. chance: +8% Mindpower: +4 (+1 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Olozilavon the Noonpierce (dig speed 31 turns) Olozilavon the Noonpierce (dig speed 31 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 4 light / 4 nature Changes stats: +2 Str Changes resistances: +9% acid / +13% nature / +3% light Changes damage: +18% acid / +8% nature / +12% light When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Silynne SilynneInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +1 Physical crit. chance: +5.0% Physical power: +8 (+3 eff.) Damage when hit (Melee): 12 mind Changes stats: +2 Con / +6 Wil Critical mult.: +16.00% Maximum encumbrance: +10 Maximum life: +20.00 Light radius: +3 Healing mod.: +25% A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (175 power, based on Willpower), costing 7 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
bright alchemist's lamp of focus bright alchemist's lamp of focusCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Wil Changes damage: +7% mind Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
10 bloodstone 10 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. |
5 fire opal 5 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 (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 142 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (4/4) Rod of Spydric Poison (4/4)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 488.52 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 18 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of 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. quick voratun torque of mindblast [power 229] (3 cooldown)quick voratun torque of mindblast [power 229] (3 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to fire a blast of psionic energies in a range 11 beam (dam 114-229), putting all charms on cooldown for 3 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. overpowered dragonbone totem of thorny skin [power 130] (24 cooldown)overpowered dragonbone totem of thorny skin [power 130] (24 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to harden the skin for 7 turns increasing armour by 130 and armour hardiness by 70%, putting all charms on cooldown for 24 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. void dragonbone wand of conjuration [power 469] (7 cooldown)void dragonbone wand of conjuration [power 469] (7 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Talent cooldown: Void Blast (+6 turn) Talent granted: +5 Void Blast It can be used to fire a bolt of a random element (dam 234-469), putting all charms on cooldown for 7 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 Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
7 pearl 7 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 (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Duric the Dwarf Oozemancer level 34
14th Gold 123rd year of Ascendancy at 16:25 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Duric the Dwarf Oozemancer level 50
34th Steel 124th year of Ascendancy at 13:54 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Duric the Dwarf Oozemancer level 34
13rd Gold 123rd year of Ascendancy at 01:38 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Duric the Dwarf Oozemancer level 40
1st Acquisition 123rd year of Ascendancy at 11:48 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Duric the Dwarf Oozemancer level 50
7th Voratun 124th year of Ascendancy at 16:13 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Duric the Dwarf Oozemancer level 50
22nd Steel 124th year of Ascendancy at 00:19 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Duric the Dwarf Oozemancer level 39
27th Voratun 123rd year of Ascendancy at 12:49 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Duric the Dwarf Oozemancer level 35
12nd Stralite 123rd year of Ascendancy at 05:32 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Duric the Dwarf Oozemancer level 48
11st Iron 124th year of Ascendancy at 18:38 see stats
Destroyer of the creation (Insane (Roguelike) difficulty)
Killed Slasul.By Duric the Dwarf Oozemancer level 41
8th Profit 123rd year of Ascendancy at 09:47 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Duric the Dwarf Oozemancer level 38
23rd Voratun 123rd year of Ascendancy at 00:36 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Duric the Dwarf Oozemancer level 37
1st Voratun 123rd year of Ascendancy at 14:01 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Duric the Dwarf Oozemancer level 27
21st Steel 123rd year of Ascendancy at 07:15 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By Duric the Dwarf Oozemancer level 50
25th Profit 124th year of Ascendancy at 16:50 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Duric the Dwarf Oozemancer level 20
31st Dearth 122nd year of Ascendancy at 05:12 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Duric the Dwarf Oozemancer level 34
1st Stralite 123rd year of Ascendancy at 22:14 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Duric the Dwarf Oozemancer level 30
40th Steel 123rd year of Ascendancy at 22:17 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Duric the Dwarf Oozemancer level 50
17th Profit 124th year of Ascendancy at 13:55 see stats
Flooder (Insane (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.By Duric the Dwarf Oozemancer level 41
8th Profit 123rd year of Ascendancy at 16:07 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Duric the Dwarf Oozemancer level 22
6th Shortage 122nd year of Ascendancy at 03:43 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Duric the Dwarf Oozemancer level 50
8th Voratun 124th year of Ascendancy at 02:14 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Duric the Dwarf Oozemancer level 10
22nd Profit 122nd year of Ascendancy at 19:11 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Duric the Dwarf Oozemancer level 20
28th Dearth 122nd year of Ascendancy at 10:53 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Duric the Dwarf Oozemancer level 30
33rd Steel 123rd year of Ascendancy at 00:33 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Duric the Dwarf Oozemancer level 40
30th Voratun 123rd year of Ascendancy at 19:52 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Duric the Dwarf Oozemancer level 50
18th Steel 124th year of Ascendancy at 05:05 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Duric the Dwarf Oozemancer level 50
34th Stralite 124th year of Ascendancy at 06:36 see stats
Portal destroyer (Insane (Roguelike) difficulty)
Fought the two Sorcerers and closed one invocation portal.By Duric the Dwarf Oozemancer level 50
25th Profit 124th year of Ascendancy at 16:48 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Duric the Dwarf Oozemancer level 50
3rd Acquisition 124th year of Ascendancy at 16:49 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Duric the Dwarf Oozemancer level 21
43rd Dearth 122nd year of Ascendancy at 21:57 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Duric the Dwarf Oozemancer level 36
28th Stralite 123rd year of Ascendancy at 06:07 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Duric the Dwarf Oozemancer level 38
23rd Voratun 123rd year of Ascendancy at 06:10 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Duric the Dwarf Oozemancer level 6
20th Voratun 122nd year of Ascendancy at 08:20 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Duric the Dwarf Oozemancer level 7
15th Profit 122nd year of Ascendancy at 12:43 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Duric the Dwarf Oozemancer level 50
36th Stralite 124th year of Ascendancy at 07:49 see stats
The Sun Still Shines (Insane (Roguelike) difficulty)
Aeryn survived the last battle.By Duric the Dwarf Oozemancer level 50
25th Profit 124th year of Ascendancy at 16:50 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Duric the Dwarf Oozemancer level 43
12nd Wealth 123rd year of Ascendancy at 07:34 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Duric the Dwarf Oozemancer level 49
13rd Steel 124th year of Ascendancy at 00:48 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Duric the Dwarf Oozemancer level 25
5th Steel 123rd year of Ascendancy at 14:30 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Duric the Dwarf Oozemancer level 18
23rd Dearth 122nd year of Ascendancy at 16:27 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Duric the Dwarf Oozemancer level 50
3rd Acquisition 124th year of Ascendancy at 10:45 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Duric the Dwarf Oozemancer level 33
10th Gold 123rd year of Ascendancy at 15:03 see stats
Log
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).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 18 turns (stop reason: interesting terrain).
Saving game...
Saving done.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Saving game...
Saving done.
Connection to online server lost, trying to reconnect.
Connection to online server established.
There is nothing to pick up here.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Duric deactivates Wild Growth.
Duric deactivates Mitosis.
Duric deactivates Antimagic Shield.
Duric deactivates Psiblades.
Duric deactivates Unstoppable Nature.
