Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
Addons | Glutton 1.0.4 Items Vault 1.0.3 Faster Run/Rest/Explore 1.0.4 Adjustable Exp 1.0.4 IndieRoyale Bonus 1.0.4 Turtle race 1.0.4 Extra Dungeons 1.0.4 Infinite500: Revised high level play for ToME v1.10b 1.0.4 No Race-based Exp Penalties 1.0.4 Adjustable Talent/Stat/Generic Point Multiplier 1.0.3 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | MegaTurtle |
Class | Oozemancer |
Level / Exp | 111 / 26% |
Size | huge |
Lifes / Deaths | Killed by Yvura the orc blood mage at level 50 on the 67th Pyre 123rd year of Ascendancy at 06:04 1 / 6Killed by orc necromancer at level 50 on the 73rd Pyre 123rd year of Ascendancy at 09:15 Killed by Fyrk, Faeros High Guard at level 50 on the 1st Mirth 123rd year of Ascendancy at 03:25 Killed by Vor, Grand Geomancer of the Pride at level 50 on the 3rd Dusk 123rd year of Ascendancy at 21:52 Killed by Vor, Grand Geomancer of the Pride at level 50 on the 4th Dusk 123rd year of Ascendancy at 01:00 Killed by Corrupted Oozemancer at level 50 on the 59th Haze 123rd year of Ascendancy at 10:55 |
Antimagic | Follower |
Primary Stats
Strength | 150 (base 120) |
Dexterity | 87 (base 60) |
Constitution | 214 (base 120) |
Magic | 61 (base 60) |
Willpower | 174.76804495701 (base 120) |
Cunning | 182.8840224785 (base 120) |
Resources
Life | 9800/9800 |
Equilibrium | 96 |
Healing Factor | 1.15 |
Regeneration | 293.06861115638 |
Speed
Mental | 0% |
Attack | -50% |
Movement | 0% |
Spell | -50% |
Global | +35% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 12 |
Offense: Mainhand
Damage | 332 |
Accuracy | 88 |
Crit Chance | 73% |
APR | 89 |
Speed | 1.00 |
Offense: Offhand
Damage | 346 |
Accuracy | 88 |
Crit Chance | 73% |
APR | 114 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10.583333333333 |
Crit Chance | 57% |
Speed | 2 |
Offense: Mind
Mindpower | 96.891079210128 |
Crit Chance | 76% |
Speed | 2 |
Offense: Damage Bonus
Blight | +21% |
All | +7% |
Nature | +101% |
Offense: Damage Penetration
Physical | +10% |
Darkness | +5% |
Nature | +155% |
Defense: Base
Armour (hardiness) | 55.7 (57.5%) |
Defense | 41.116666666667 |
Ranged Defense | 41.116666666667 |
Fatigue | 10 |
Physical Save | 80.24 |
Spell Save | 58.106271911651 |
Mental Save | 72.994555900607 |
Defense: Resistances
Blight | + 80%( 80%) |
Arcane | + 70%( 70%) |
Cold | + 70%( 70%) |
All | +117%( 70%) |
Darkness | + 70%( 70%) |
Light | + 70%( 70%) |
Mind | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Bleed Resistance | 100% |
Confusion Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 26% for 6 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 1003 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 1079 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
Wild-gift / Oozing blades | 1.30 |
| 1/5 |
| 11/5 |
| 1/5 |
| 11/5 |
Wild-gift / Moss | 1.60 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Wild-gift / Slime | 1.50 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Wild-gift / Ooze | 1.30 |
| 11/5 |
| 11/5 |
| 11/5 |
| 10/5 |
Wild-gift / Mucus | 1.50 |
| 11/5 |
| 11/5 |
| 10/5 |
| 11/5 |
Generic Talents
Wild-gift / Fungus | 1.30 |
| 9/5 |
| 11/5 |
| 11/5 |
| 6/5 |
Cunning / Survival | 1.10 |
| 11/5 |
| 11/5 |
| 11/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.40 |
| 11/5 |
| 11/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 11/5 |
| 11/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.50 |
| 5/5 |
| 5/5 |
| 11/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 11/5 |
| 0/5 |
| 0/5 |
Race / Megaturtle | 1.20 |
| 1/1 |
| 11/5 |
| 11/5 |
| 11/5 |
Wild-gift / Antimagic | 1.60 |
| 11/5 |
| 10/5 |
| 11/5 |
| 11/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Wild Growth |
talent | Through The Crowd |
talent | Unstoppable Nature |
talent | Psiblades |
talent | Mega Spiked Shell |
talent | Acidic Skin |
talent | Mitosis |
talent | Antimagic Shield |
beneficial effect | You lay mucus where you walk. Mucus |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | A flow of life spins around the target, regenerating 215.84 life per turn. Regeneration |
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 |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by treant. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the injured seer from death by forest troll. Escort: injured seer (level 3 of Trollmire) | failed |
You failed to protect the injured seer from death by dredge. Escort: injured seer (level 8 of Dreadfell) | failed |
You failed to protect the lost anorithil from death by snow giant. Escort: lost anorithil (level 6 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by skeleton mage. Escort: lost warrior (level 5 of Dreadfell) | failed |
You failed to protect the repented thief from death by midge swarm. Escort: repented thief (level 2 of Trollmire) | failed |
You failed to protect the temporal explorer from death by degenerated skeleton warrior. Escort: temporal explorer (level 7 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 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. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlYou talked for a while and it seems she has a crush on you, even though you are yourself a woman. Melinda decided to come live with you in your Fortress. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * 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: 2077. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed vial of fire wyrm saliva. * You've found the needed minotaur nose. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed multi-hued wyrm scale. * You've found the needed ritch stinger. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 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. * 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. * Find a Resonating Diamond. | active |
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 of strife (0 def, 5 armour) pair of drakeskin leather boots of strife (0 def, 5 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Wil Mindpower: +6 It can be used to activate talent Blindside, placing all other charms into a 10 cooldown : Effective talent level: 1.0 Power cost: 10 out of 25/25. Range: 6.00 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 123% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 26 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Light source | Guidance GuidanceInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +12 Cun / +12 Wil Changes resistances: +20% blight Changes resistances cap: +10% blight Talent masteries: +0.20 Wild-gift / Call of the wild +0.10 Wild-gift / Antimagic Physical save: +12 Spell save: +12 Mental save: +12 Light radius: +4 Said to have once belonged to Inquisitor Marcus Dunn during the Spellhunt this fist sized quartz crystal glows constantly with a soft white light and was rumoured to be a great aid in meditation, helping focus the mind, body, and soul of the owner as well as protecting them from the foulest of magics. It seems somebody well versed in antimagic could use it to its fullest potential. |
On head | Nereyamiwyn (0 def, 5 armour) Nereyamiwyn (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Str / +10 Dex / +6 Wil / +6 Cun Changes resistances: +10% darkness Changes damage: +6% blight Spellpower: +6 Mindpower: +5 Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | drakeskin leather gloves of regeneration (0 def, 3 armour) drakeskin leather gloves of regeneration (0 def, 3 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Life regen: +0.80 Stamina each turn: +1.00 Psi each turn: +0.32 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 Spell save: +7 Mental save: +7 Maximum life: +50.00 It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft are covered in runes that recount the stories of the dwarven people. |
On fingers | solipsist's stralite ring solipsist's stralite ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Cun / +4 Wil Mindpower: +9 Rings can have magical properties. |
On fingers | voratun ring 'Burnfury' voratun ring 'Burnfury'Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 Changes stats: +10 Str / +9 Cun / +10 Con Damage when the wearer hits(melee): 8 fire Changes resistances: +3% nature / +3% darkness / +12% fire Changes resistances penetration: +5% darkness Changes damage: +9% nature Mental save: +15 Confusion immunity: +37% Hate when firing a critical mind attack: +3.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 8 cooldown : Effective talent level: 3.0 Power cost: 8 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 292% weapon damage over 7 turns, and all healing will be reduced by 34%. Rings can have magical properties. |
Around neck | Toxinripper the voratun amulet Toxinripper the voratun amuletInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 Armour penetration: +8 Physical crit. chance: +6.0% Armour: +5 Defense: +8 Damage when the wearer is hit: 23 lightning / 12 nature Changes resistances: +5% arcane / +30% fire / +30% cold Changes resistances penetration: +15% nature Changes damage: +3% nature Critical mult.: +20.00% Physical save: +27 Stamina when hit: +2.20 Mana when hit: +3.30 Equilibrium when hit: +2.10 Psi when hit: +2.20 Hate when hit: +0.20 It can be used to forces nearby enemies to attack you (rad 14), placing all other charms into a 6 cooldown. Amulets can have magical properties. |
In main hand | Eyal's Will (22-24.2 power, 81 apr, nature damage) Eyal's Will (22-24.2 power, 81 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 117% Wil, 39% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +81 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Cun / +11 Wil Damage when the wearer is hit: 20 nature Changes resistances: +15% nature / +25% blight Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Mindstar mastery +0.10 Wild-gift / Antimagic Talent granted: +3 Ooze Spit Disease immunity: +30% Mindpower: +39 Mental crit. chance: +9% It can be used to activate talent Slime Wave (costing 24 power out of 60/60) : Effective talent level: 3.0 Power cost: 24 out of 60/60. 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 165.84 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. |
Around waist | balancing drakeskin leather belt of burglary balancing drakeskin leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +9 Physical crit. chance: +6.0% Changes stats: +6 Dex / +6 Cun / +6 Lck Trap disarming bonus: +24 Stealth bonus: +15 Infravision radius: +4 A belt that goes around your waist. |
In off hand | living mindstar of slime (15.5-17.05 power, 106 apr, nature damage) living mindstar of slime (15.5-17.05 power, 106 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.5 - 17.1 Uses stats: 117% Wil, 70% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +106 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 10 slime Changes damage: +10% nature Mindpower: +11 Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 Spell save: +10 Mental save: +10 Mindpower: +6 The wearer is asleep. Lucid-Dreamer:This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 4 power out of 25/25) : Effective talent level: 3.3 Power cost: 4 out of 25/25. Range: 7.00 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 97 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 20% 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. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 Changes stats: +5 Wil Damage when the wearer is hit: 35 slime Changes resistances: +25% nature Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.10 Wild-gift / Moss Physical save: +15 Life regen: +0.20 Mindpower: +12 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
regeneration infusion of the psychic (heal 1017 over 5 turns) regeneration infusion of the psychic (heal 1017 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: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 1017 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. |
regeneration infusion of the sneak (heal 878 over 5 turns) regeneration infusion of the sneak (heal 878 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: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 878 life over 5 turns. 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. |
This item will automatically be transmogrified when you leave the level. sun infusion (rad 10; power 25; turns 5; dispells darkness)sun infusion (rad 10; power 25; turns 5; dispells darkness) 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: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 10 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 12). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 25) for 5 turns. 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. |
wild infusion (resist 21%; cure physical) wild infusion (resist 21%; cure physical)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: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 21% for 6 turns. 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. frozen spear rune (329 cold damage)frozen spear rune (329 cold damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9.00 Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a bolt of ice, doing 329.56 cold damage with a chance to freeze the target. The deep cold also crystalizes your mind, removing one random detrimental mental 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. vision rune of the sneak (radius 17; dur 29; see demon)vision rune of the sneak (radius 17; dur 29; see demon) 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: 29 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (17 radius) and to allow you to see invisible and stealthed creatures (power 50) for 29 turns. Your mind will become more receptive for 29 turns, allowing you to sense any demon around. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. 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 |
The Dark Codex: 'Rex Necrotrus' The Dark Codex: 'Rex Necrotrus'Powered by arcane forces 2.00 Encumbrance. [Plot Item] Type: scroll / tome It can be used to gain knowledge of the darkest magics in a secluded, arcane-infused place or to summon a lich to aid you for a short time., costing 390 power out of 1000/1000. This skull-faced codex exudes a powerful scent of decay, but also seems to hum with arcane power. Perusal reveals images of death and rebirth embedded within flowing esoteric magical script. |
Garkul's Teeth Garkul's TeethCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Two-handed maiming +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed weapons Physical save: +18 Mental save: +18 Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 4 power out of 48/48) : Effective talent level: 4.0 Power cost: 4 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 347.75 physical damage in a radius 7 cone in front of you. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
enraging stralite amulet of healing enraging stralite amulet of healingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +7 Changes damage: +9% physical Cut immunity: +60% Combat speed: +10% Healing mod.: +14% It can be used to activate talent Heal, placing all other charms into a 32 cooldown : Effective talent level: 3.0 Power cost: 32 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 552 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
warmaker's stralite amulet of willpower (+8) warmaker's stralite amulet of willpower (+8)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +8 Str / +8 Dex / +18 Wil Amulets can have magical properties. |
stralite ring of nature (+28%) stralite ring of nature (+28%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +28% nature Changes damage: +14% nature Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. glacial stralite battleaxe of crippling (47-70.5 power, 3 apr)glacial stralite battleaxe of crippling (47-70.5 power, 3 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 47.0 - 70.5 Uses stat: 120% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage conversion: 54% ice When wielded/worn: Physical crit. chance: +16.0% Armour: +16 Changes resistances penetration: +16% cold Massive two-handed battleaxes. |
Voidhue (76-121.6 power, 4 apr) Voidhue (76-121.6 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 76.0 - 121.6 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 90% Damage when this weapon hits: +23 nature Burst (radius 1) on hit: +8 darkness Damage against: +24% Animal When wielded/worn: Accuracy: +36 Changes stats: +8 Str / +9 Dex Damage when the wearer hits(melee): 6 mind / 2 light Changes resistances: +21% lightning / +6% darkness Changes damage: +17% physical Stamina when hit: +3.00 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. glacial voratun greatsword of shearing (60.5-96.8 power, 4 apr)glacial voratun greatsword of shearing (60.5-96.8 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.5 - 96.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 60% ice When wielded/worn: Armour penetration: +18 Armour: +15 Changes resistances penetration: +18% physical / +15% cold Changes damage: +18% physical Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. inquisitor's stralite greatsword of shearing (49.5-79.2 power, 3 apr)inquisitor's stralite greatsword of shearing (49.5-79.2 power, 3 apr) Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.5 - 79.2 Uses stat: 120% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% Special effect when this weapon crits: burns latent spell energy Damage when this weapon hits: +36 manaburn When wielded/worn: Armour penetration: +16 Changes resistances penetration: +16% physical Changes damage: +16% physical Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Unlightwing (44.5-62.3 power, 6 apr)Unlightwing (44.5-62.3 power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 44.5 - 62.3 Uses stat: 100% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +12 slime Damage against: +5% Giant When wielded/worn: Accuracy: +2 Physical crit. chance: +1.0% Changes stats: +2 Str / +3 Wil Damage when the wearer hits(melee): 2 physical Changes resistances: +3% nature / +6% cold / +6% darkness / +9% arcane Changes damage: +6% darkness Critical mult.: +10.00% Physical save: +9 Maximum stamina: +10.00 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. caustic stralite longsword of evisceration (33.5-46.9 power, 5 apr)caustic stralite longsword of evisceration (33.5-46.9 power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 33.5 - 46.9 Uses stat: 100% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Special effect when this weapon crits: wounds the target Damage conversion: 43% acid blind When wielded/worn: Physical crit. chance: +13.0% Physical power: +13 Changes resistances penetration: +13% acid Life regen: +2.10 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. warbringer's stralite longsword of the mystic (33-46.2 power, 5 apr)warbringer's stralite longsword of the mystic (33-46.2 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical power: +13 Changes stats: +5 Mag / +6 Wil / +6 Con Changes resistances penetration: +13% physical Disarm immunity: +30% Spellpower: +13 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. warbringer's voratun longsword of torment (40.5-56.7 power, 6 apr)warbringer's voratun longsword of torment (40.5-56.7 power, 6 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 40.5 - 56.7 Uses stat: 100% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon hits: 20% chance to torment the target When wielded/worn: Physical power: +15 Changes stats: +4 Con Changes resistances penetration: +15% physical / +15% mind / +9% darkness Disarm immunity: +35% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. hateful stralite mace of nature (37.5-52.5 power, 5 apr)hateful stralite mace of nature (37.5-52.5 power, 5 apr) Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 37.5 - 52.5 Uses stat: 100% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% Damage when this weapon hits: +17 darkness Damage conversion: 45% nature Damage against: +14% Humanoid When wielded/worn: Changes resistances: +8% all Changes resistances penetration: +13% nature Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. quick stralite mace of rage (36.5-51.1 power, 5 apr)quick stralite mace of rage (36.5-51.1 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 36.5 - 51.1 Uses stat: 100% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 90% When wielded/worn: Accuracy: +25 Changes stats: +6 Str / +6 Dex Changes damage: +10% physical Stamina when hit: +1.80 Blunt and deadly. |
Emothra the living mindstar (15-16.5 power, 40 apr, mind damage) Emothra the living mindstar (15-16.5 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.0 - 16.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +10 light Damage conversion: 10% mind When wielded/worn: Damage when the wearer is hit: 10 lightning / 8 cold Changes resistances: +16% lightning / +10% cold Changes resistances penetration: +6% lightning / +10% cold Changes damage: +10% lightning / +10% cold Physical save: +9 Mental save: +6 Blindness immunity: +15% Disarm immunity: +10% Confusion immunity: +15% Stun/Freeze immunity: +20% Life regen: +2.00 Maximum life: +50.00 Mindpower: +8 Mental crit. chance: +8% Light radius: +2 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. |
Getira the living mindstar (18-19.8 power, 40 apr, nature damage) Getira the living mindstar (18-19.8 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. Base power: 18.0 - 19.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Damage when this weapon hits: +4 manaburn / +4 gravity Damage against: +5% Undead When wielded/worn: Changes resistances: +6% acid Changes resistances penetration: +5% physical / +15% mind / +15% darkness Changes damage: +17% mind / +21% darkness Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Critical mult.: +15.00% Physical save: +9 Spell save: +10 Mental save: +18 Equilibrium when hit: +2.50 Hate per kill: +5.00 Psi per kill: +5.00 Maximum psi: +50.00 Mindpower: +5 Mental crit. chance: +5% Healing mod.: +20% It can be used to inflict mind damage; gain psi and hate, placing all other charms into a 8 cooldown. 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. |
harmonious living mindstar of balance (16.5-18.15 power, 40 apr, mind damage) harmonious living mindstar of balance (16.5-18.15 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +7% nature Changes resistances penetration: +5% nature Changes damage: +5% nature Talent mastery: +0.10 Wild-gift / Harmony Physical save: +7 Spell save: +7 Mental save: +7 Equilibrium when hit: +4.30 Mindpower: +5 Mental crit. chance: +5% It can be used to completes a nature powered mindstar set, placing all other charms into a 8 cooldown. 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. |
harmonious living mindstar of clarity (17.5-19.25 power, 40 apr, mind damage) harmonious living mindstar of clarity (17.5-19.25 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.5 - 19.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +7% nature Changes resistances penetration: +8% nature Changes damage: +6% nature Talent mastery: +0.10 Wild-gift / Harmony Mental save: +9 Equilibrium when hit: +1.20 Maximum psi: +49.00 Mindpower: +5 Mental crit. chance: +5% It can be used to completes a nature powered mindstar set, placing all other charms into a 8 cooldown. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. harmonious pulsing mindstar of sand (13.5-14.85 power, 32 apr, nature damage)harmonious pulsing mindstar of sand (13.5-14.85 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 45% Wil, 25% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 8 physical Changes resistances: +9% nature / +9% physical Changes resistances penetration: +9% nature / +9% physical Changes damage: +8% nature / +9% physical Talent mastery: +0.20 Wild-gift / Harmony Equilibrium when hit: +2.10 Mindpower: +4 Mental crit. chance: +4% It can be used to completes a nature powered mindstar set, placing all other charms into a 8 cooldown. 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. |
hateful living mindstar of frost (16.5-18.15 power, 40 apr, nature damage) hateful living mindstar of frost (16.5-18.15 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 7 cold Changes resistances: +6% cold Changes resistances penetration: +8% mind / +6% cold / +10% darkness Changes damage: +15% mind / +9% cold / +10% darkness Mindpower: +5 Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar of frost (17-18.7 power, 40 apr, nature damage) living mindstar of frost (17-18.7 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 8 cold Changes resistances: +6% cold Changes resistances penetration: +7% cold Changes damage: +7% cold Mindpower: +5 Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar of frost (16.5-18.15 power, 40 apr, nature damage) living mindstar of frost (16.5-18.15 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 6 cold Changes resistances: +5% cold Changes resistances penetration: +6% cold Changes damage: +6% cold Mindpower: +5 Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
summoner's living mindstar of flames (16.5-18.15 power, 40 apr, mind damage) summoner's living mindstar of flames (16.5-18.15 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 9 fire Changes resistances: +8% fire Changes resistances penetration: +10% fire Changes damage: +10% fire Mindpower: +17 Mental crit. chance: +11% 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. |
summoner's living mindstar of sand (17.5-19.25 power, 41 apr, nature damage) summoner's living mindstar of sand (17.5-19.25 power, 41 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. Base power: 17.5 - 19.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +41 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 6 physical Changes resistances: +7% physical Changes resistances penetration: +5% physical Changes damage: +10% physical Mindpower: +15 Mental crit. chance: +10% 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, arcane damage) Awakened Staff of Absorption (60-72 power, 60 apr, arcane damage)Requires: - Magic 60 Powered by unknown forces 7.00 Encumbrance. Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% arcane / +30% fire / +30% cold / +30% lightning Changes damage: +60% arcane / +60% fire / +60% cold / +60% lightning Talent granted: +1 Command Staff Maximum mana: +100.00 Spellpower: +48 Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb energies, costing 78 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 tarnishment. 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. blighted dragonbone vilestaff of channeling (30-36 power, 6 apr, blight damage)blighted dragonbone vilestaff of channeling (30-36 power, 6 apr, blight damage) 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: 100% Mag Damage type: Blight Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% blight Talent granted: +1 Command Staff Mana each turn: +0.39 Vim when firing critical spell: +6.00 Maximum vim: +22.00 Spellpower: +27 Spell crit. chance: +5% It can be used to channel mana (increasing mana regen by 500% for ten turns), placing all other charms into a 12 cooldown. Staves designed for wielders of magic, by the greats of the art. |
earthen dragonbone starstaff of blasting (30-36 power, 6 apr, light damage) earthen dragonbone starstaff of blasting (30-36 power, 6 apr, light damage)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: 100% Mag Damage type: Light Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +6 Changes damage: +30% light Talent granted: +1 Command Staff Physical save: +2 Spellpower: +15 Spell crit. chance: +5% It can be used to projects damage in a circle from the staff, placing all other charms into a 4 cooldown. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. greater elven-wood vilestaff (25-30 power, 5 apr, fire damage)greater elven-wood vilestaff (25-30 power, 5 apr, fire damage) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Fire Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% acid / +25% blight / +25% darkness / +25% fire Talent granted: +1 Command Staff Spellpower: +12 Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. caustic stralite waraxe of amnesia (30-42 power, 5 apr)caustic stralite waraxe of amnesia (30-42 power, 5 apr) Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 30.0 - 42.0 Uses stat: 100% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% Special effect when this weapon hits: 25% chance to put talents on cooldown Damage conversion: 37% acid blind When wielded/worn: Damage when the wearer is hit: 17 mind Changes resistances penetration: +13% acid Life regen: +1.70 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. plaguebringer's voratun waraxe of the mystic (40.5-56.7 power, 6 apr)plaguebringer's voratun waraxe of the mystic (40.5-56.7 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stat: 100% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). Damage when this weapon hits: +19 blight When wielded/worn: Changes stats: +6 Mag / +6 Wil Disease immunity: +35% Spellpower: +14 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. stralite waraxe of the mystic (32.5-45.5 power, 5 apr)stralite waraxe of the mystic (32.5-45.5 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 32.5 - 45.5 Uses stat: 100% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Mag / +6 Wil Spellpower: +10 One-handed war axes. |
Whip of Urh'Rok (43.5-47.85 power, 0 apr) Whip of Urh'Rok (43.5-47.85 power, 0 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / whip ; tier 5 Base power: 43.5 - 47.9 Uses stat: 100% Dex Damage type: Fire knockback Armour Penetration: +0 Physical crit. chance: +9.0% Attack speed: 80% When wielded/worn: Grants telepathy: Demon/Minor Demon/Major See invisible: +2 When carried: Changes damage: +8% blight With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
balancing drakeskin leather belt of the vagrant balancing drakeskin leather belt of the vagrantInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +8 Physical crit. chance: +5.0% Changes stats: +5 Dex / +4 Cun / +3 Con Mental save: +10 Mindpower: +6 A belt that goes around your waist. |
elven-silk cloak 'Eilinamira' (3 def, 0 armour) elven-silk cloak 'Eilinamira' (3 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 Armour penetration: +9 Defense: +3 Changes stats: +5 Dex / +4 Mag / +3 Wil / +4 Cun Mental save: +28 Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +50.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Festercrack' (3 def, 0 armour) elven-silk cloak 'Festercrack' (3 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 Armour penetration: +10 Defense: +3 Changes stats: +12 Str / +11 Dex / +3 Wil / +5 Cun / +12 Con Changes resistances: +9% fire / +6% temporal / +6% acid Changes damage: +6% nature Grants telepathy: Dragon Talent mastery: +0.40 Technique / Combat training Physical save: +14 Spell save: -30 Mental save: +18 Stamina each turn: +1.40 Mana each turn: -0.35 Maximum life: +97.00 Life regen bonus (wilder-summons): +2.00 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. shadow elven-silk cloak of fog (13 def, 0 armour)shadow elven-silk cloak of fog (13 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +13 Changes resistances: +23% fire / +21% light Changes resistances penetration: +20% darkness Changes damage: +21% darkness Stealth bonus: +33 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk robe 'Shaderain' (5 def, 0 armour) elven-silk robe 'Shaderain' (5 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Damage when the wearer hits(melee): 6 darkness Damage when the wearer is hit: 8 darkness Changes resistances: +12% physical / -12% arcane / +12% fire / -15% cold / +18% lightning / +20% nature / +15% blight Changes resistances penetration: +14% physical / +17% fire / +16% blight Changes damage: +18% nature Physical save: +18 Spell save: +20 Mental save: +38 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe of chaos (5 def, 0 armour) elven-silk robe of chaos (5 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes resistances: +7% physical / -8% arcane / +10% fire / -9% cold / -10% nature / +10% blight Changes resistances penetration: +20% physical / +10% fire / +11% blight A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Nimbusworth (0 def, 7 armour)Nimbusworth (0 def, 7 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +7 Fatigue: +4% Damage when the wearer hits(melee): 4 lightning Changes resistances: +9% mind / +18% lightning / +3% nature Changes damage: +12% blight / +3% fire Silence immunity: +10% Confusion immunity: +10% Defense after a teleport: +10 Resist all after a teleport: +2% New effects duration reduction after a teleport: +30% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
blood-soaked pair of drakeskin leather boots (0 def, 5 armour) blood-soaked pair of drakeskin leather boots (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +4 Physical crit. chance: +5.0% Physical power: +5 Armour: +5 Fatigue: +5% A pair of boots made of leather. |
miner's pair of drakeskin leather boots of strife (0 def, 14 armour) miner's pair of drakeskin leather boots of strife (0 def, 14 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Fatigue: +5% Changes stats: +3 Wil Mindpower: +4 It can be used to activate talent Blindside, placing all other charms into a 10 cooldown : Effective talent level: 1.0 Power cost: 10 out of 25/25. Range: 6.00 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 123% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 26 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of drakeskin leather boots of evasion (12 def, 5 armour)pair of drakeskin leather boots of evasion (12 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +12 Fatigue: +5% It can be used to activate talent Evasion, placing all other charms into a 12 cooldown : Effective talent level: 4.4 Power cost: 12 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 39% chance to completely evade them and granting you 70 defense for 18 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
pair of drakeskin leather boots of strife (0 def, 5 armour) pair of drakeskin leather boots of strife (0 def, 5 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Wil Mindpower: +5 It can be used to activate talent Blindside, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 25/25. Range: 6.00 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 43% (at 0 Hate) to 145% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 34 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. searing voratun mail armour of delving (5 def, 10 armour)searing voratun mail armour of delving (5 def, 10 armour) Requires: - Strength 48 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 Fatigue: +16% Changes stats: +10 Str Damage when the wearer hits(melee): 16 fire / 15 acid Damage when the wearer is hit: 16 fire / 16 acid Light radius: +2 It can be used to activate talent Track, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 54 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. caller's drakeskin leather armour of the sky (12 def, 8 armour)caller's drakeskin leather armour of the sky (12 def, 8 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +12 Ranged Defense: +10 Fatigue: +8% Changes stats: +8 Dex Changes resistances: +11% physical / +12% fire / +38% cold / +30% lightning A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. drakeskin leather armour of thunder (5 def, 8 armour)drakeskin leather armour of thunder (5 def, 8 armour) Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 Armour: +8 Defense: +5 Fatigue: +8% Changes stats: +10 Str / +10 Mag Spell crit. chance: +4% A suit of armour made of leather. |
acidic voratun shield of acid resistance (+29%) (12 def, 3 armour, 195.5 block) acidic voratun shield of acid resistance (+29%) (12 def, 3 armour, 195.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 Ranged Defense: +12 Fatigue: +14% Damage when the wearer is hit: 12 acid Changes resistances: +29% acid Talent granted: +5 Block Handheld deflection devices |
73 alchemist agate 73 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. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
5 sapphire 5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
voratun pickaxe of wreckage (dig speed 12 turns) voratun pickaxe of wreckage (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +10 Changes stats: +6 Str It can be used to dig a wall, cut a tree, ..., placing all other charms into a 1 cooldown. Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. Type: misc / egg When carried: Light radius: -2 It can be used to summon spiders, costing 32 power out of 100/100. Dry and dusty to the touch, it still seems to retain some of shadow of life. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
4 jade 4 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. 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, costing 4 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
dwarven lantern of focus dwarven lantern of focusInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +6 Wil Changes damage: +10% mind Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
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 Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 4 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) 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. |
6 bloodstone 6 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% Gems can be sold for money or used in arcane rituals. |
2 fire opal 2 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% Gems can be sold for money or used in arcane rituals. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
3 ruby 3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
Rod of Recall (5/5) Rod of Recall (5/5)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 79 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 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 Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
Greenfame [power 253] (13 cooldown) Greenfame [power 253] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +2 Dex / +4 Wil Damage when the wearer hits(melee): 2 nature Changes damage: +12% nature Infravision radius: +2 It can be used to setup a psionic shield, reducing all fire and cold damage by 253 for 6 turns, placing all other charms into a 13 cooldown. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. quiet voratun torque of kinetic psionic shield [power 173] (8 cooldown)quiet voratun torque of kinetic psionic shield [power 173] (8 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +5 Silence It can be used to setup a psionic shield, reducing all physical and acid damage by 173 for 6 turns, placing all other charms into a 8 cooldown. Torques are made by powerful psionics to store psionic powers. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. 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 a normal sized one, that glitters in infinite colours, with slight patterns ever shifting away. |
4 diamond 4 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 Gems can be sold for money or used in arcane rituals. |
2 moonstone 2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 Gems can be sold for money or used in arcane rituals. |
3 pearl 3 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 Gems can be sold for money or used in arcane rituals. |
3 quartz 3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
4 amber 4 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all 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.
In a selfless act, High Sun Paladin Aeryn sacrificed herself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By ManEater Turtle the MegaTurtle Oozemancer level 47
25th Regrowth 123rd year of Ascendancy at 09:42 see stats
By ManEater Turtle the MegaTurtle Oozemancer level 50
4th Dusk 123rd year of Ascendancy at 13:43 see stats
By ManEater Turtle the MegaTurtle Oozemancer level 45
6th Allure 123rd year of Ascendancy at 08:56 see stats
By ManEater Turtle the MegaTurtle Oozemancer level 19
14th Dusk 122nd year of Ascendancy at 04:57 see stats
By ManEater Turtle the MegaTurtle Oozemancer level 50
61st Pyre 123rd year of Ascendancy at 04:18 see stats
By ManEater Turtle the MegaTurtle Oozemancer level 50
3rd Flare 123rd year of Ascendancy at 15:04 see stats
By ManEater Turtle the MegaTurtle Oozemancer level 50
56th Pyre 123rd year of Ascendancy at 12:44 see stats
By ManEater Turtle the MegaTurtle Oozemancer level 81
19th Regrowth 124th year of Ascendancy at 20:23 see stats
By ManEater Turtle the MegaTurtle Oozemancer level 22
28th Dusk 122nd year of Ascendancy at 03:44 see stats
By ManEater Turtle the MegaTurtle Oozemancer level 48
40th Regrowth 123rd year of Ascendancy at 10:30 see stats
By ManEater Turtle the MegaTurtle Oozemancer level 50
50th Dusk 123rd year of Ascendancy at 12:24 see stats
By ManEater Turtle the MegaTurtle Oozemancer level 23
55th Dusk 122nd year of Ascendancy at 17:08 see stats
By ManEater Turtle the MegaTurtle Oozemancer level 47
35th Regrowth 123rd year of Ascendancy at 23:45 see stats
By ManEater Turtle the MegaTurtle Oozemancer level 25
56th Dusk 122nd year of Ascendancy at 07:46 see stats
By ManEater Turtle the MegaTurtle Oozemancer level 50
43rd Dusk 123rd year of Ascendancy at 10:29 see stats
By ManEater Turtle the MegaTurtle Oozemancer level 35
61st Haze 122nd year of Ascendancy at 09:42 see stats
By ManEater Turtle the MegaTurtle Oozemancer level 50
3rd Flare 123rd year of Ascendancy at 18:45 see stats
By ManEater Turtle the MegaTurtle Oozemancer level 81
20th Regrowth 124th year of Ascendancy at 00:24 see stats
By ManEater Turtle the MegaTurtle Oozemancer level 104
32nd Regrowth 124th year of Ascendancy at 14:48 see stats
By ManEater Turtle the MegaTurtle Oozemancer level 54
1st Regrowth 124th year of Ascendancy at 01:47 see stats
By ManEater Turtle the MegaTurtle Oozemancer level 10
6th Mirth 122nd year of Ascendancy at 17:41 see stats
By ManEater Turtle the MegaTurtle Oozemancer level 20
23rd Dusk 122nd year of Ascendancy at 11:00 see stats
By ManEater Turtle the MegaTurtle Oozemancer level 30
63rd Dusk 122nd year of Ascendancy at 19:21 see stats
By ManEater Turtle the MegaTurtle Oozemancer level 40
3rd Allure 123rd year of Ascendancy at 05:32 see stats
By ManEater Turtle the MegaTurtle Oozemancer level 50
40th Regrowth 123rd year of Ascendancy at 10:30 see stats
By ManEater Turtle the MegaTurtle Oozemancer level 50
59th Haze 123rd year of Ascendancy at 13:41 see stats
By ManEater Turtle the MegaTurtle Oozemancer level 50
39th Dusk 123rd year of Ascendancy at 19:09 see stats
By ManEater Turtle the MegaTurtle Oozemancer level 50
20th Haze 123rd year of Ascendancy at 06:56 see stats
By ManEater Turtle the MegaTurtle Oozemancer level 34
7th Haze 122nd year of Ascendancy at 11:10 see stats
By ManEater Turtle the MegaTurtle Oozemancer level 34
68th Dusk 122nd year of Ascendancy at 18:23 see stats
By ManEater Turtle the MegaTurtle Oozemancer level 62
6th Regrowth 124th year of Ascendancy at 17:01 see stats
By ManEater Turtle the MegaTurtle Oozemancer level 50
41st Regrowth 123rd year of Ascendancy at 18:00 see stats
By ManEater Turtle the MegaTurtle Oozemancer level 50
41st Regrowth 123rd year of Ascendancy at 17:31 see stats
By ManEater Turtle the MegaTurtle Oozemancer level 50
54th Dusk 123rd year of Ascendancy at 10:07 see stats
By ManEater Turtle the MegaTurtle Oozemancer level 50
54th Dusk 123rd year of Ascendancy at 10:15 see stats
By ManEater Turtle the MegaTurtle Oozemancer level 50
4th Dusk 123rd year of Ascendancy at 13:43 see stats
By ManEater Turtle the MegaTurtle Oozemancer level 70
13rd Regrowth 124th year of Ascendancy at 06:53 see stats
By ManEater Turtle the MegaTurtle Oozemancer level 50
76th Pyre 123rd year of Ascendancy at 18:42 see stats
By ManEater Turtle the MegaTurtle Oozemancer level 39
2nd Allure 123rd year of Ascendancy at 15:51 see stats
By ManEater Turtle the MegaTurtle Oozemancer level 41
6th Allure 123rd year of Ascendancy at 03:37 see stats
Log
ManEater Turtle uses Grasping Moss.
ManEater Turtle's mind surges with critical power!
You collect a new ingredient: ritch stinger.
ManEater Turtle hits ritch hive mother for 282 nature, 282 nature damage (total 562.15).
Mucus ooze uses Slime Spit.
Talent Slippery Moss is ready to use.
Talent Nourishing Moss is ready to use.
ManEater Turtle uses Earth's Eyes.
You collect a new ingredient: vial of greater demon bile.
You collect a new ingredient: ritch stinger.
Talent Mucus is ready to use.
Welcome to level 111 [ManEater Turtle].
ManEater Turtle has 1225 stat point(s), 520 class talent point(s), 265 generic talent point(s) to spend. Press p to use them.
You collect a new ingredient: snow giant kidney.
Talent Infusion: Regeneration is ready to use.
ManEater Turtle stops regenerating health quickly.
ManEater Turtle uses Mucus.
ManEater Turtle uses Infusion: Regeneration.
ManEater Turtle starts regenerating health quickly.
ManEater Turtle picks up (K.): caustic stralite waraxe of amnesia (30-42 power, 5 apr).
Talent Hallucinogenic Moss is ready to use.
You collect a new ingredient: bear paw.
Talent Earth's Eyes is ready to use.
Talent Grasping Moss is ready to use.