
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Items Vault 1.5.0Donators/Buyers bonus! Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Skeleton |
Class | Archmage |
Level / Exp | 78 / 15% |
Size | medium |
Lifes / Deaths | Killed by dredge at level 17 on the 8th Regrowth 123rd year of Ascendancy at 04:25 2 / 5Killed by Xanerewyn the naga psyren at level 51 on the 79th Haze 124th year of Ascendancy at 04:47 Killed by Eloriavea the snow giant at level 59 on the 7th Allure 125th year of Ascendancy at 01:25 Killed by Gloralaith the temporal stalker at level 72 on the 38th Regrowth 125th year of Ascendancy at 17:00 Killed by Gusetha the rogue sapper at level 77 on the 45th Regrowth 125th year of Ascendancy at 17:01 |
Primary Stats
Strength | 58 (base 13) |
Dexterity | 45 (base 17) |
Constitution | 117 (base 88) |
Magic | 157 (base 88) |
Willpower | 145 (base 88) |
Cunning | 99 (base 79) |
Resources
Life | 2076/2076 |
Mana | 912/912 |
Psi | 235/235 |
Healing Factor | 1.5592334494776 |
Regeneration | 6.1589721254365 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -1.9984014443253E-12% |
Spell | 0% |
Global | +174.11843603876% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 6 |
See Stealth | 65.85995688113 |
See Invisible | 82.85995688113 |
Offense: Mainhand
Damage | 453 |
Accuracy | 46 |
Crit Chance | 48% |
APR | 60 |
Speed | 1.00 |
Offense: Spell
Spellpower | 106 |
Crit Chance | 97% |
Speed | 1 |
Cooldown Reduction | 50 |
Offense: Mind
Mindpower | 69 |
Crit Chance | 32% |
Speed | 1 |
Offense: Damage Bonus
Acid | +17% |
Blight | +13% |
Arcane | +104% |
Cold | +67% |
All | +7% |
Darkness | +24% |
Light | +23% |
Lightning | +87% |
Fire | +85% |
Nature | +25% |
Offense: Damage Penetration
Lightning | +104% |
Light | +5% |
Temporal | +15% |
Cold | +30% |
Arcane | +30% |
Fire | +94% |
All | 0% |
Defense: Base
Armour (hardiness) | 37 (30%) |
Defense | 33 |
Ranged Defense | 50 |
Fatigue | 4 |
Physical Save | 52 |
Spell Save | 79 |
Mental Save | 65 |
Defense: Resistances
Acid | + 16%( 70%) |
Blight | + 33%( 70%) |
Arcane | + 70%( 70%) |
Cold | + 44%( 70%) |
All | + 20%( 70%) |
Darkness | + 41%( 70%) |
Light | + 29%( 70%) |
Mind | + 34%( 70%) |
Lightning | + 29%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 36% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 45% |
Disarm Resistance | 51% |
Bleed Resistance | 100% |
Teleport Resistance | 20% |
Pinning Resistance | 69% |
Instadeath Resistance | 100% |
Knockback Resistance | 42% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 885 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 9 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 722 damage for 7 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1492% for 10 turns and instantly restoring 75 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1734% for 10 turns and instantly restoring 87 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 715 damage for 8 turns. Its effects scale with your Magic stat. |
Class Talents
Spell / Meta | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 7/5 |
| 4/5 |
| 7/5 |
Spell / Air | 1.30 |
| 1/5 |
| 6/5 |
| 1/5 |
| 4/5 |
Spell / Arcane | 1.30 |
| 3/5 |
| 7/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 7/5 |
Spell / Fire | 1.30 |
| 4/5 |
| 1/5 |
| 7/5 |
| 0/5 |
Spell / Wildfire | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 7/5 |
Spell / Storm | 1.30 |
| 4/5 |
| 1/5 |
| 7/5 |
| 7/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 0.90 |
| 1/5 |
| 7/5 |
| 1/5 |
| 0/5 |
Spell / Staff combat | 1.30 |
| 7/5 |
| 7/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.67 |
| 3/5 |
| 7/5 |
| 1/5 |
| 3/5 |
Spell / Divination | 1.67 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 1/5 |
| 2/5 |
| 7/5 |
| 5/5 |
Spell / Conveyance | 1.30 |
| 6/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Hurricane |
talent | Probability Travel |
talent | Quicken Spells |
talent | Arcane Power |
talent | Thunderstorm |
talent | Burning Wake |
talent | Tempest |
talent | Feather Wind |
talent | Spellcraft |
talent | Wildfire |
talent | Shielding |
talent | Essence of Speed |
beneficial effect | Infinite Dungeon Challenge: Exterminator (Level 140) Challenge |
detrimental effect | Zone-wide effect: +10% acid damage, -10% acid resistance, -10% defense, -20% disarm immunity. Noxious fumes |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. 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 lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you gained talent category Spell / Staff combat (at mastery 0.80). | done |
You failed to protect the lone alchemist from death by Emyna the degenerated skeleton warrior. Escort: lone alchemist (level 8 of Dreadfell) | failed |
You failed to protect the lost anorithil from death by slumbering wolf. Escort: lost anorithil (level 1 of Heart of the Gloom) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Heart of the Gloom. Escort: lost warrior (level 2 of Heart of the Gloom)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved talent Mind Sear (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. 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 |
Wake up and kill the dreaming horror boss 'Neryth the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 97) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 100)You completed the challenge and received: Random Artifact: Sunfury (134% power, 18 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 101) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 102)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 103)You completed the challenge and received: Random Artifact: Brightlore (156% power, 6 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 107)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 109) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 111)You completed the challenge and received: +1 Prodigy Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 115)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 116)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 117)You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 125)You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 138) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 139) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 140)Foes left: 77 | active |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 77) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 78)You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 87)You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 89)You completed the challenge and received: Random Artifact: Manumayon (169% power, 4 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 94)You completed the challenge and received: Random Artifact: Glintkill (6 def, 5 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 98) | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 127) | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 135) | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 85) | failed |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 124)Turns left: 0 You completed the challenge and received: +1 Class Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 126)Turns left: 0 You completed the challenge and received: +1 Category Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 137)Turns left: 0 You completed the challenge and received: Random Artifact: Demonglean (29 def, 20 armour) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 110)You completed the challenge and received: Random Artifact: Lorirak (136% power, 6 apr, temporal element) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 131)You completed the challenge and received: Random Artifact: Glowtorrent (0 def, 5 armour) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 76)You completed the challenge and received: +3 Stat Points | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 83)You completed the challenge and received: +3 Stat Points | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 91)You completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 104)You completed the challenge and received: +3 Stat Points and +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 106)You completed the challenge and received: +3 Stat Points and +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 114)You completed the challenge and received: +1 Class Point and +1 Category Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 118)You completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 120) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 134)You completed the challenge and received: +1 Class Point and +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 90)You completed the challenge and received: +1 Class Point and +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 99)You completed the challenge and received: +1 Class Point and +1 Class Point | done |
Leave the level in less than 150 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (150) (Level 95)Turns left: 29 You completed the challenge and received: +1 Generic Point | done |
Leave the level in less than 1506 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (1506) (Level 93)Turns left: 1295 You completed the challenge and received: Random Artifact: Eilinilrawen | done |
Leave the level in less than 156 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (156) (Level 113)Turns left: 110 You completed the challenge and received: Random Artifact: Glownull (151% power, 13 apr) | done |
Leave the level in less than 186 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (186) (Level 130)Turns left: 86 You completed the challenge and received: +1 Generic Point | done |
Leave the level in less than 198 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (198) (Level 84)Turns left: 168 You completed the challenge and received: +1 Class Point | done |
Leave the level in less than 237 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (237) (Level 121)Turns left: 150 You completed the challenge and received: +1 Generic Point | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded 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: 2470. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force 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. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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 |
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 |
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 within | 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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 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 | ![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +4 Mag / +4 Cun / +4 Con Physical save: +18 (+6 eff.) Spell save: +7 (+2 eff.) Mental save: +17 (+4 eff.) Lowers spell cool-downs by: 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +8 Mag Changes resistances: +8% blight / +6% lightning / +12% mind / +15% darkness Changes resistances penetration: +10% lightning Changes damage: +6% lightning Spell save: +9 (+2 eff.) Mental save: +13 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +22 (+4 eff.) Spell crit. chance: +6% Light radius: +10 Infravision radius: +6 See stealth: +23 See invisible: +40 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 49 blight damage or heals 65 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +12 (+6 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +7 Mag / +8 Con Changes resistances: +6% blight / +6% mind / +12% darkness Changes damage: +37% arcane / +12% nature Spell save: +35 (+7 eff.) Blindness immunity: +10% Disarm immunity: +15% Confusion immunity: +10% Mana each turn: +2.50 Mana when hit: +3.00 Maximum mana: +175.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 6 cooldown : Effective talent level: 8.3 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 35 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 11 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Tool | ![]() Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +4 (+2 eff.) Physical power: +12 (+2 eff.) Armour: +16 Defense: +9 (+5 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +12 Str / +6 Mag / +5 Wil / +6 Con Poison immunity: +5% Disarm immunity: +10% Stun/Freeze immunity: +10% Spellpower: +9 (+2 eff.) Rings can have magical properties. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes damage: +6% nature Blindness immunity: +30% Disease immunity: +25% Disarm immunity: +46% Pinning immunity: +50% Knockback immunity: +42% Teleport immunity: +15% Maximum life: +50.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
Around waist | ![]() Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +4 Wil / +6 Mag Mental save: +8 (+2 eff.) Mana each turn: +0.49 Maximum life: +104.00 Maximum mana: +42.00 A belt that goes around your waist. |
In main hand | ![]() Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 180% 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 (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 109 power out of 186/200. 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." |
On hands | ![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Damage (Melee): 10 acid / 10 fire / 7 cold / 10 lightning Damage when hit (Melee): 4 blight Changes stats: +5 Mag / +10 Wil Changes resistances: +6% lightning / +9% arcane / +3% blight Critical mult.: +10.00% Blindness immunity: +5% Confusion immunity: +5% Teleport immunity: +5% Life regen: +3.70 Stamina each turn: +2.00 Mana each turn: +0.40 Maximum stamina: +40.00 Spellpower: +16 (+3 eff.) Spell crit. chance: +10% Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +5 Cun Changes damage: +16% light / +17% darkness Mana each turn: +0.30 Maximum mana: +76.00 Spellpower: +35 (+6 eff.) Spell crit. chance: +18% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +3 (+2 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +5 Str / +12 Mag / +9 Wil / +6 Con Changes resistances: +6% acid / +30% cold Changes damage: +6% blight Physical save: +15 (+5 eff.) Spell save: +40 (+8 eff.) Mana each turn: +0.16 Maximum life: +110.00 Maximum mana: +80.00 Spellpower: +12 (+2 eff.) Spell crit. chance: +11% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 8 light Changes stats: +10 Str / +10 Dex / +14 Wil Changes resistances: +12% light Changes resistances penetration: +5% light / +15% temporal Changes damage: +3% fire Talent masteries: +0.37 Spell / Aegis +0.37 Spell / Divination Critical mult.: +15.00% Mental save: +15 (+4 eff.) Confusion immunity: +21% Mana each turn: +0.08 Maximum mana: +20.00 Maximum vim: +10.00 Mindpower: +15 (+3 eff.) Amulets can have magical properties. |
Inventory
![]() 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: 29 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 28 for 12 turns. While Heroism is active, you will only die when reaching -1286 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. 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. |
![]() Crafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
![]() Crafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
![]() Crafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
![]() Crafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
![]() 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: 5 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. |
![]() 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: 5 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. |
![]() 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: 5 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 15. 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. |
![]() 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: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 25) for 8 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 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: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 260 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] 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 15 turns, costing 542 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. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] 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 15 turns, costing 542 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. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] 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 15 turns, costing 542 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. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] 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 15 turns, costing 542 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. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +6 (+3 eff.) Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Effects on melee hit: * 30% chance to disease Damage when hit (Melee): 32 arcane Changes stats: +4 Str Changes resistances: +18% blight Changes damage: +15% mind / +15% physical Physical save: +34 (+10 eff.) Spell save: +21 (+5 eff.) Mental save: +25 (+6 eff.) Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +6 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +15 Spellpower: +8 (+2 eff.) Spell crit. chance: +6% It can be used to unleash a destructive wail, destroying terrain and dealing 771.47 physical damage (based on Magic) in a radius of 3, costing 33 power out of 60/60. This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 33 power out of 60/60) : Effective talent level: 3.3 Power cost: 33 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 20 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 7 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Mag Changes damage: +7% acid / +6% fire / +6% cold / +6% lightning Talent masteries: +0.22 Spell / Fire +0.22 Spell / Divination Spellpower: +6 (+1 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -9% Changes stats: +5 Mag Life regen: +3.10 Mana each turn: +0.38 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +52.00 Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+8 eff.) Defense: +20 (+9 eff.) Changes stats: +20 Lck Talent mastery: +0.40 Spell / Aegis Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Mag Changes damage: +8% temporal / +8% darkness / +7% blight / +12% fire / +8% light / +8% physical Critical mult.: +20.00% Spellpower: +21 (+4 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
![]() 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +10 Defense: +17 (+8 eff.) Ranged Defense: +17 (+6 eff.) Fatigue: -6% Changes stats: +4 Wil / +12 Mag Changes resistances: +5% physical Changes damage: +24% fire Blindness immunity: +25% Poison immunity: +30% Stun/Freeze immunity: +45% Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +6 Dex / +5 Cun / +4 Con Talent masteries: +0.16 Spell / Wildfire +0.16 Spell / Ice Life regen: +0.50 Stamina each turn: +0.60 Movement speed: +10% Amulets can have magical properties. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 6 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. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+5 eff.) Physical crit. chance: +6.0% Physical power: +12 (+2 eff.) Fatigue: -6% Damage when hit (Melee): 24 blight Changes stats: +4 Mag Changes resistances: +34% fire Changes resistances penetration: +15% light Changes damage: +15% blight / +17% fire Physical save: +42 (+12 eff.) Life regen: +0.60 Maximum stamina: +20.00 See invisible: +18 Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+5 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+3 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+13 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Con Changes resistances: +26% acid / +30% fire / +30% lightning / +30% cold Spell save: +20 (+4 eff.) Maximum stamina: +40.00 Rings can have magical properties. |
![]() solipsist's stralite ring of light (+34%) Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Wil Changes resistances: +34% light Changes damage: +17% light Mindpower: +13 (+3 eff.) Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -8% Changes stats: +6 Str / +4 Wil / +6 Cun Changes resistances: +8% arcane Changes resistances penetration: +25% arcane / +35% mind Changes damage: +12% arcane / +15% mind Blindness immunity: +50% Infravision radius: +11 See stealth: +17 See invisible: +37 Rings can have magical properties. |
![]() epiphanous pulsing mindstar of venom (107% power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural venom should be returned to the wyrm. This psionic mindstar has an epiphany about dreams. Power: 107% Range: 1.1x Uses stats: 45% Wil, 50% Mag, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 16 acid Changes resistances: +16% acid Changes resistances penetration: +17% acid Changes damage: +17% acid / +21% mind Life regen: +1.70 Mindpower: +13 (+3 eff.) Mental crit. chance: +9% 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. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+5 eff.) Changes stats: +7 Str Changes resistances penetration: +20% arcane Changes damage: +30% lightning Talent granted: +1 Command Staff Spell save: +9 (+2 eff.) Mana each turn: +0.16 Mana when firing critical spell: +5.00 Vim when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +16 Maximum life: +50.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +17% Damage Shield penetration: +102% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +4 physical When wielded/worn: Armour: +24 Defense: +48 (+18 eff.) Ranged Defense: +9 (+3 eff.) Effects on melee hit: * 17% chance to blind * 45% chance to daze at end of turn Changes stats: +2 Dex Maximum wards: +6 temporal Changes resistances penetration: +10% physical Changes damage: +12% mind / +30% temporal Grants telepathy: Demon/Minor Demon/Major Talents granted: +10 Ward +1 Command Staff Critical mult.: +12.00% Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 1.3 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 156.15 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% blight Talent granted: +1 Command Staff Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +9 Str / +6 Dex Changes resistances: +15% light / +7% physical Changes resistances penetration: +15% light Changes damage: +15% darkness Physical save: +75 (+20 eff.) Spell save: +15 (+3 eff.) Maximum stamina: +20.00 Size category: +1 A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +10 Wil Changes resistances: +15% acid Changes resistances penetration: +20% light / +20% physical Changes damage: +15% acid / +22% physical Grants telepathy: Humanoid/Orc Equilibrium when hit: +0.12 Psi when hit: +0.28 Mental crit. chance: +8% Light radius: +5 A belt that goes around your waist. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Con Reduced damage from: +45% Summoned Mental save: +15 (+4 eff.) Mindpower: +10 (+2 eff.) A belt that goes around your waist. |
![]() Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Wil / +7 Cun Physical save: +35 (+10 eff.) Spell save: +19 (+4 eff.) Mental save: +20 (+5 eff.) Mindpower: +12 (+3 eff.) A belt that goes around your waist. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +10 Mag / +6 Wil / +5 Cun Changes resistances: +12% mind / +12% temporal Changes resistances penetration: +20% arcane Changes damage: +18% mind Critical mult.: +20.00% Spellpower on spell critical (stacks up to 3 times): +17 Maximum mana: +100.00 Mental crit. chance: +7% Damage Shield penetration: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +35 (+13 eff.) Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Defense: +3 (+2 eff.) Fatigue: -16% Changes stats: +6 Wil Changes resistances: +10% acid / +10% fire / +10% cold / +15% nature / +10% lightning Mental save: +15 (+4 eff.) Confusion immunity: +10% Pinning immunity: +30% Only die when reaching: -40.00 life Maximum life: +86.00 Maximum stamina: +29.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +15 (+2 eff.) Armour: +6 Defense: +3 (+2 eff.) Fatigue: -6% Changes stats: +3 Str / +2 Dex Changes resistances: +9% acid / +9% darkness / +9% fire / +10% cold / +10% lightning Changes damage: +9% blight / +6% physical Physical save: +52 (+15 eff.) Mental save: +15 (+4 eff.) Hate when firing a critical mind attack: +2.00 Only die when reaching: -150.00 life Mindpower: +8 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +12 Defense: +20 (+9 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +12 Mag / +5 Wil Changes resistances: +30% temporal / +28% darkness / +6% cold / +9% nature / +6% mind Changes resistances penetration: +15% arcane Physical save: +15 (+5 eff.) Blindness immunity: +25% Silence immunity: +10% Pinning immunity: +10% Teleport immunity: +15% Spell crit. chance: +8% Defense after a teleport: +24 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 6 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Defense: +6 (+3 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Spell save: +25 (+5 eff.) Blindness immunity: +50% Spellpower: +30 (+5 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). Talent on hit(spell): Bone Spear (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+5 eff.) Damage when hit (Melee): 15 arcane Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% fire / +10% cold Changes damage: +12% all Spell save: +18 (+4 eff.) Mental save: +15 (+4 eff.) Blindness immunity: +40% Mana each turn: +1.00 Spellpower: +15 (+3 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+3 eff.) Changes resistances: +27% mind / +30% darkness Changes damage: +19% all Physical save: +20 (+6 eff.) Spell save: +15 (+3 eff.) Mental save: +40 (+10 eff.) Spellpower: +20 (+4 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+3 eff.) Changes resistances penetration: +20% darkness / +15% physical Changes damage: +14% darkness / +20% physical Mana each turn: +0.39 Maximum mana: +100.00 Maximum hate: +15.00 Spellpower: +30 (+5 eff.) Spell crit. chance: +15% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() focusing silk robe of power (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +8 Mag / +8 Wil Changes damage: +17% all Mana each turn: +0.27 Psi each turn: +0.34 Spellpower: +18 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +10 Con Changes resistances: +14% blight Changes damage: +20% nature Poison immunity: +50% Disease immunity: +50% Life regen: +6.00 Maximum life: +100.00 Healing mod.: +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Defense: +20 (+9 eff.) Fatigue: +5% Damage when hit (Melee): 8 physical Changes stats: +6 Mag / +6 Wil Changes resistances: +15% acid / +14% fire / +15% lightning / +15% cold Changes resistances penetration: +10% lightning / +10% blight Changes damage: +9% physical Spell save: +20 (+4 eff.) Poison immunity: +20% Cut immunity: +20% Stamina each turn: +0.20 Mana each turn: +0.38 Maximum mana: +60.00 Maximum stamina: +35.00 Spell crit. chance: +4% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 27% chance to evade melee and ranged attacks and 15 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +4 (+2 eff.) Physical crit. chance: +1.0% Physical power: +6 (+1 eff.) Armour: +5 Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: -5% Effects on melee hit: * Slows global speed by 51% Damage when hit (Melee): 8 light / 4 physical Changes stats: +1 Str / +1 Dex Changes resistances: +3% acid / +3% temporal / +3% darkness / +3% blight / +6% fire Changes damage: +3% light / +6% mind Critical mult.: +3.00% Physical save: +14 (+4 eff.) Spell save: +25 (+5 eff.) Mental save: +14 (+3 eff.) Life regen: +6.10 Stamina each turn: +1.20 Hate when firing a critical mind attack: +3.00 Only die when reaching: -40.00 life Maximum life: +60.00 Maximum psi: +10.00 Movement speed: +10% Healing mod.: +26% Heals friendly targets nearby when you use a nature summon: +10 A pair of boots made of leather. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +8 Str / +10 Mag / +11 Wil / +9 Con Changes resistances: +21% acid / +6% temporal Changes resistances penetration: +5% temporal / +10% physical Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 20.00% Stamina each turn: +1.30 Mana each turn: +0.53 Maximum mana: +59.00 Maximum stamina: +35.00 Spell crit. chance: +5% Mindpower: +9 (+2 eff.) See invisible: +15 It can be used to activate talent Blindside, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 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 20 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. |
![]() 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% A pair of boots made of leather. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 19 arcane Changes stats: +5 Str / +4 Dex / +10 Mag / +10 Wil / +7 Cun Changes resistances: +10% arcane Changes resistances penetration: +15% mind Changes damage: +6% blight Talent cooldown: Double Strike (-1 turn) Physical save: +15 (+5 eff.) Life regen: +4.00 Stamina each turn: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum stamina: +37.00 Spellpower: +16 (+3 eff.) Mindpower: +18 (+4 eff.) Mental crit. chance: +5% It can be used to activate talent Disperse Magic, placing all other charms into a 11 cooldown : Effective talent level: 3.9 Power cost: 11 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 4 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +15 (+6 eff.) Physical power: +20 (+3 eff.) Armour: +3 Changes stats: +11 Str / +5 Wil / +6 Cun / +5 Con Changes resistances: +6% acid / +12% darkness / +12% blight Changes damage: +15% fire Talent mastery: +0.20 Technique / Grappling Reduces incoming crit damage: 5.00% Silence immunity: +20% Disarm immunity: +50% Pinning immunity: +10% Stun/Freeze immunity: +15% Infravision radius: +4 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Track, placing all other charms into a 9 cooldown : Effective talent level: 1.8 Power cost: 9 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 34 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +16 (+7 eff.) Armour: +15 Defense: +15 (+7 eff.) Ranged Defense: +15 (+5 eff.) Damage (Melee): 11 lightning Changes stats: +5 Dex / +9 Mag Changes resistances: +10% lightning Changes damage: +9% lightning Light radius: +4 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+5 eff.) Armour: +3 Changes stats: +3 Str / +5 Mag / +7 Con Changes resistances: +6% mind Changes damage: +11% arcane Physical save: +40 (+12 eff.) Spell save: +7 (+2 eff.) Mental save: +17 (+4 eff.) Disease immunity: +45% Disarm immunity: +97% Confusion immunity: +20% Knockback immunity: +10% Teleport immunity: +15% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 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 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +4 Defense: +12 (+6 eff.) Ranged Defense: +9 (+3 eff.) Effects on melee hit: * Slows global speed by 53% Changes stats: +5 Str / +5 Dex / +7 Mag / +13 Wil / +6 Cun Changes resistances penetration: +20% arcane Changes damage: +12% acid / +11% lightning / +9% nature / +14% cold / +12% arcane / +15% fire Physical save: +9 (+3 eff.) Stamina each turn: +0.60 Spellpower: +6 (+1 eff.) Mindpower: +5 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 16 mind / 12 lightning Changes resistances: +9% arcane Changes resistances penetration: +25% physical Physical save: +25 (+8 eff.) Mental save: +55 (+14 eff.) Poison immunity: +50% Silence immunity: +25% Confusion immunity: +25% Life regen: +1.00 Healing mod.: +30% A cap made of leather. |
![]() Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +5 Physical power: +8 (+1 eff.) Defense: +3 (+2 eff.) Changes stats: +3 Dex / +14 Mag / +13 Wil / +7 Cun Changes resistances: +30% acid Changes resistances penetration: +15% physical Changes damage: +20% acid Spell save: +15 (+3 eff.) Only die when reaching: -40.00 life Spellpower: +6 (+1 eff.) Mindpower: +4 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +6 Defense: +3 (+2 eff.) Changes stats: +4 Con Life regen: +4.60 Damage Shield Power: +11% It can be used to activate talent Stone Wall, placing all other charms into a 44 cooldown : Effective talent level: 1.3 Power cost: 44 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 10 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 191.75 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 30 arcane resource burn Changes stats: +17 Str / +5 Dex / +6 Wil / +5 Cun / +13 Con Changes resistances: +12% lightning / +9% fire / -31% light / +6% mind Grants telepathy: Dragon Reduces incoming crit damage: 15.00% Physical save: +15 (+5 eff.) Mental save: +29 (+7 eff.) Life regen: +8.00 Light radius: +2 It can be used to activate talent Battle Cry, placing all other charms into a 16 cooldown : Effective talent level: 2.0 Power cost: 16 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +6 Mag / +7 Wil Mana each turn: +3.00 Mana when hit: +2.50 Maximum mana: +110.00 Spellpower: +16 (+3 eff.) It can be used to activate talent Manaflow, placing all other charms into a 22 cooldown : Effective talent level: 2.0 Power cost: 22 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 21 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +6 Mag / +18 Wil / +11 Cun Changes resistances: +6% blight / +28% fire / +6% light Changes damage: +19% fire Reduces incoming crit damage: 10.00% Maximum psi: +50.00 Spellpower: +6 (+1 eff.) Mindpower: +3 (+0 eff.) Mental crit. chance: +3% Light radius: +5 Infravision radius: +4 See invisible: +6 A pointy cloth hat, very wizardly... |
![]() quiver of dragonbone arrows 'Naturepain' (22/22, 187% power, 18 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 188% Range: 1.4x Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 22 On weapon hit: * Slows global speed by 60% Damage (Ranged): +12 darkness / +24 nature / +40 fire / +40 mind Burst (radius 1) on hit: +12 darkness / +20 nature Burst (radius 2) on crit: +36 nature / +16 fire Arrows are used with bows to pierce your foes to death. |
![]() 0.00 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 45% * 30% chance to blind Damage when hit (Melee): 12 darkness / 20 nature Changes stats: +3 Str Changes resistances: +6% darkness / +21% mind / +9% light Changes resistances penetration: +25% physical / +25% light / +10% nature Changes damage: +15% nature / +6% light When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 11 power out of 25/25) : Effective talent level: 3.0 Power cost: 11 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 16 points of damage the target suffers will reduce the effect duration by one turn. When Sleep 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 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 1134.28 fire damage (based on Magic), costing 28 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 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 110 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. |
![]() 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 1035.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 14 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
![]() Powered 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. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to disease Changes stats: +5 Str / +2 Dex / +5 Cun Maximum wards: +3 physical / +5 mind / +5 darkness Changes resistances penetration: +15% lightning Talent cooldown: Silence (-1 turn) Talents granted: +1 Ward +5 Silence Light radius: +5 Infravision radius: +4 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 155 for 7 turns, putting all charms on cooldown for 11 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +18 (+3 eff.) Armour: +32 Changes resistances penetration: +20% darkness Changes damage: +15% physical Critical mult.: +9.00% Stamina each turn: +2.40 Maximum life: +30.00 Healing mod.: +25% It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 173 for 7 turns, putting all charms on cooldown for 11 turns. When used: 100% chance to regenerate 12 hate. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +30% fire Changes damage: +6% fire Talent cooldown: Rushing Claws (-1 turn) Talent granted: +3 Rushing Claws Light radius: +3 Infravision radius: +3 It can be used to harden the skin for 7 turns increasing armour by 46 and armour hardiness by 50%, putting all charms on cooldown for 11 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +6% acid Maximum wards: +3 acid / +3 nature / +2 light Changes resistances penetration: +10% acid / +20% fire Changes damage: +3% acid Talent cooldown: Invoke Tentacle (+10 turn) Talents granted: +2 Invoke Tentacle +1 Ward It can be used to harden the skin for 7 turns increasing armour by 44 and armour hardiness by 50%, putting all charms on cooldown for 11 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +3 Cun / +4 Con Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 15.00% It can be used to harden the skin for 7 turns increasing armour by 64 and armour hardiness by 60%, putting all charms on cooldown for 11 turns. When used: 100% chance to regenerate 10 stamina. Natural totems are made by powerful wilders to store nature power. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 17 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() Infused 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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
By Calcium the Skeleton Archmage level 30
42nd Dusk 123rd year of Ascendancy at 18:32 see stats
By Calcium the Skeleton Archmage level 41
2nd Mirth 124th year of Ascendancy at 07:51 see stats
By Calcium the Skeleton Archmage level 29
40th Dusk 123rd year of Ascendancy at 23:17 see stats
By Calcium the Skeleton Archmage level 32
76th Dusk 123rd year of Ascendancy at 07:08 see stats
By Calcium the Skeleton Archmage level 41
3rd Mirth 124th year of Ascendancy at 09:26 see stats
By Calcium the Skeleton Archmage level 39
15th Pyre 124th year of Ascendancy at 07:50 see stats
By Calcium the Skeleton Archmage level 37
29th Regrowth 124th year of Ascendancy at 00:36 see stats
By Calcium the Skeleton Archmage level 31
71st Dusk 123rd year of Ascendancy at 05:43 see stats
By Calcium the Skeleton Archmage level 37
66th Regrowth 124th year of Ascendancy at 02:18 see stats
By Calcium the Skeleton Archmage level 12
55th Dusk 122nd year of Ascendancy at 11:37 see stats
By Calcium the Skeleton Archmage level 41
69th Pyre 124th year of Ascendancy at 02:29 see stats
By Calcium the Skeleton Archmage level 30
61st Dusk 123rd year of Ascendancy at 10:37 see stats
By Calcium the Skeleton Archmage level 62
2nd Regrowth 125th year of Ascendancy at 01:59 see stats
By Calcium the Skeleton Archmage level 17
5th Regrowth 123rd year of Ascendancy at 10:49 see stats
By Calcium the Skeleton Archmage level 50
56th Haze 124th year of Ascendancy at 12:21 see stats
By Calcium the Skeleton Archmage level 16
2nd Wintertide 123rd year of Ascendancy at 23:07 see stats
By Calcium the Skeleton Archmage level 20
52nd Regrowth 123rd year of Ascendancy at 01:54 see stats
By Calcium the Skeleton Archmage level 12
55th Dusk 122nd year of Ascendancy at 11:37 see stats
By Calcium the Skeleton Archmage level 72
38th Regrowth 125th year of Ascendancy at 05:51 see stats
By Calcium the Skeleton Archmage level 47
18th Haze 124th year of Ascendancy at 16:18 see stats
By Calcium the Skeleton Archmage level 41
69th Pyre 124th year of Ascendancy at 08:08 see stats
By Calcium the Skeleton Archmage level 43
2nd Dusk 124th year of Ascendancy at 06:48 see stats
By Calcium the Skeleton Archmage level 20
35th Regrowth 123rd year of Ascendancy at 23:28 see stats
By Calcium the Skeleton Archmage level 43
3rd Mirth 124th year of Ascendancy at 16:41 see stats
By Calcium the Skeleton Archmage level 59
7th Allure 125th year of Ascendancy at 12:53 see stats
By Calcium the Skeleton Archmage level 54
6th Decay 124th year of Ascendancy at 01:07 see stats
By Calcium the Skeleton Archmage level 56
1st Wintertide 125th year of Ascendancy at 19:29 see stats
By Calcium the Skeleton Archmage level 10
3rd Summertide 122nd year of Ascendancy at 16:58 see stats
By Calcium the Skeleton Archmage level 20
31st Regrowth 123rd year of Ascendancy at 14:38 see stats
By Calcium the Skeleton Archmage level 30
40th Dusk 123rd year of Ascendancy at 23:17 see stats
By Calcium the Skeleton Archmage level 40
33rd Pyre 124th year of Ascendancy at 20:52 see stats
By Calcium the Skeleton Archmage level 50
48th Haze 124th year of Ascendancy at 20:29 see stats
By Calcium the Skeleton Archmage level 46
3rd Haze 124th year of Ascendancy at 06:30 see stats
By Calcium the Skeleton Archmage level 72
38th Regrowth 125th year of Ascendancy at 08:30 see stats
By Calcium the Skeleton Archmage level 50
56th Haze 124th year of Ascendancy at 12:20 see stats
By Calcium the Skeleton Archmage level 44
8th Dusk 124th year of Ascendancy at 19:04 see stats
By Calcium the Skeleton Archmage level 11
8th Dusk 122nd year of Ascendancy at 16:14 see stats
By Calcium the Skeleton Archmage level 25
69th Pyre 123rd year of Ascendancy at 11:33 see stats
By Calcium the Skeleton Archmage level 51
78th Haze 124th year of Ascendancy at 20:45 see stats
By Calcium the Skeleton Archmage level 31
67th Dusk 123rd year of Ascendancy at 23:52 see stats
By Calcium the Skeleton Archmage level 31
67th Dusk 123rd year of Ascendancy at 08:03 see stats
By Calcium the Skeleton Archmage level 10
3rd Summertide 122nd year of Ascendancy at 17:00 see stats
By Calcium the Skeleton Archmage level 44
62nd Dusk 124th year of Ascendancy at 06:48 see stats
By Calcium the Skeleton Archmage level 35
11st Regrowth 124th year of Ascendancy at 18:56 see stats
By Calcium the Skeleton Archmage level 57
1st Allure 125th year of Ascendancy at 12:14 see stats
By Calcium the Skeleton Archmage level 10
2nd Flare 122nd year of Ascendancy at 02:01 see stats
By Calcium the Skeleton Archmage level 34
2nd Decay 123rd year of Ascendancy at 01:32 see stats
By Calcium the Skeleton Archmage level 29
39th Dusk 123rd year of Ascendancy at 20:56 see stats
By Calcium the Skeleton Archmage level 20
42nd Regrowth 123rd year of Ascendancy at 13:36 see stats
By Calcium the Skeleton Archmage level 28
39th Dusk 123rd year of Ascendancy at 11:42 see stats
Log
Calcium receives 51 healing.
Calcium picks up (E.): epiphanous pulsing mindstar of venom (107% power, 32 apr, mind damage).
Calcium has finished recovering.
The shield around Calcium crumbles.
Resting starts...
Talent Rune: Reflection Shield is ready to use.
Talent Arcane Reconstruction is ready to use.
Talent Time Shield is ready to use.
Calcium is no longer surging arcane power.
Talent Vitality is ready to use.
Talent Aegis is ready to use.
The fabric of time around Calcium stabilizes to normal.
Rested for 20 turns (stop reason: all resources and life at maximum).
Calcium deactivates Essence of Speed.
Calcium deactivates Shielding.
Calcium deactivates Hurricane.
Calcium deactivates Spellcraft.
Calcium deactivates Probability Travel.
Calcium deactivates Arcane Power.
Calcium deactivates Feather Wind.
Calcium deactivates Wildfire.
Calcium deactivates Quicken Spells.
Calcium deactivates Thunderstorm.
The furious lightning storm around Calcium calms down and disappears.
Calcium deactivates Tempest.
Calcium deactivates Burning Wake.