
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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 | 76 / 38% |
Size | big |
Lifes / Deaths | Killed by Neruldalaith the gigantic sandworm tunneler at level 14 on the 25th Dusk 122nd year of Ascendancy at 11:01 5 / 2Killed by wretchling at level 56 on the 15th Pyre 124th year of Ascendancy at 20:20 |
Primary Stats
Strength | 102 (base 8) |
Dexterity | 48 (base 12) |
Constitution | 118 (base 86) |
Magic | 148 (base 86) |
Willpower | 152 (base 86) |
Cunning | 110 (base 57) |
Resources
Life | 2038/2038 |
Mana | 670/670 |
Psi | 242/242 |
Healing Factor | 1.8625000000003 |
Regeneration | 17.228125000003 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +174.11843603876% |
Vision
Sight | 10 |
Lite | 16 |
See Stealth | 11.064332767991 |
See Invisible | 40.715504435335 |
Offense: Mainhand
Damage | 422 |
Accuracy | 50 |
Crit Chance | 75% |
APR | 60 |
Speed | 1.00 |
Offense: Spell
Spellpower | 90 |
Crit Chance | 100% |
Speed | 1 |
Cooldown Reduction | 50 |
Offense: Mind
Mindpower | 72 |
Crit Chance | 47% |
Speed | 1 |
Offense: Damage Bonus
Blight | +27% |
Arcane | +112% |
Cold | +69% |
All | +9% |
Darkness | +44% |
Light | +52% |
Temporal | +26% |
Physical | +69% |
Mind | +15% |
Fire | +100% |
Lightning | +97% |
Offense: Damage Penetration
Acid | +10% |
Arcane | +45% |
Cold | +30% |
All | 0% |
Lightning | +64% |
Light | +46% |
Temporal | +9% |
Physical | +93% |
Fire | +103% |
Mind | +15% |
Defense: Base
Armour (hardiness) | 74.900526304226 (31.629139072848%) |
Defense | 43 |
Ranged Defense | 43 |
Fatigue | 0 |
Physical Save | 91 |
Spell Save | 90 |
Mental Save | 73 |
Defense: Resistances
Acid | + 44%( 77%) |
Arcane | + 69%( 77%) |
Cold | + 42%( 77%) |
All | + 27%( 77%) |
Darkness | + 67%( 77%) |
Light | + 38%( 77%) |
Mind | + 54%( 77%) |
Physical | + 29%( 77%) |
Lightning | + 40%( 77%) |
Fire | + 51%( 77%) |
Nature | + 31%( 77%) |
Defense: Immunities
Pinning Resistance | 96% |
Stoning Resistance | 0% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 25% |
Silence Resistance | 0% |
Bleed Resistance | 100% |
Disarm Resistance | 100% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 97% |
Inscriptions (3/3)
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 840 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: 10 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 724 damage for 6 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 14 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 1589% for 10 turns and instantly restoring 79 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Meta | 1.30 |
| 6/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 7/5 |
| 1/5 |
| 7/5 |
Spell / Air | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 1.50 |
| 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 |
| 5/5 |
Spell / Fire | 1.40 |
| 4/5 |
| 1/5 |
| 7/5 |
| 1/5 |
Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Wildfire | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Stone | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 7/5 |
Spell / Water | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 7/5 |
| 5/5 |
Corruption / Vile life | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.20 |
| 7/5 |
| 7/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 7/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 6/5 |
| 7/5 |
| 1/5 |
| 2/5 |
Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Hurricane |
talent | Quicken Spells |
talent | Arcane Shield |
talent | Spellcraft |
talent | Shielding |
talent | Burning Wake |
talent | Crystalline Focus |
talent | Arcane Power |
talent | Essence of Speed |
talent | Keen Senses |
talent | Wildfire |
talent | Tempest |
beneficial effect | Infinite Dungeon Challenge: Multiplicity (Level 109) Challenge |
detrimental effect | Zone-wide effect: +10% arcane damage, -10% arcane resistance, -10% armour hardiness, -20% stoning immunity. Aether residue |
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 Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Vision (+1 level(s)). | done |
You failed to protect the lone alchemist from death by wolf. Escort: lone alchemist (level 2 of Norgos Lair) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 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 1 of Heart of the Gloom. Escort: lost warrior (level 1 of Heart of the Gloom)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Heart of the Gloom. Escort: worried loremaster (level 2 of Heart of the Gloom)As a reward you improved talent Mind Sear (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 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 'Ce'Nydhewen the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 91)You completed the challenge and received: +3 Stat Points | done |
Wake up and kill the dreaming horror boss 'Beluldamina the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 93)You completed the challenge and received: Random Artifact: Belinne (21 def, 5 armour, 206 block) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 100)You completed the challenge and received: +1 Class Point | 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 78) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 80) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 85) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 88) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 89)You completed the challenge and received: Random Artifact: Flaresaw (10 def, 13 armour, 141 block) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 96)You completed the challenge and received: Random Artifact: Glitterwreath (16-17.6 power, 40 apr, nature damage) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 98)You completed the challenge and received: +1 Generic Point | done |
Kill 3 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 79)3 / 3 demon spawn killed. You completed the challenge and received: +1 Class Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 94) | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 97) | failed |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 109)Turns left: 2 | active |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 76)Turns left: 0 You completed the challenge and received: Random Artifact: Turista (10 def, 14 armour, 98 block) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 102)You completed the challenge and received: +3 Stat Points | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 105)You completed the challenge and received: Random Artifact: Dawnriver (25-30 power, 5 apr, darkness element) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 75)You completed the challenge and received: +1 Generic Point | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 82)You completed the challenge and received: Random Artifact: Kindlesweep (30-36 power, 8 apr, darkness element) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 92)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 103)You completed the challenge and received: +1 Class Point and +1 Prodigy Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 81)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 86)You completed the challenge and received: +1 Class Point 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 99)You completed the challenge and received: +3 Stat Points and +1 Prodigy Point | done |
Leave the level in less than 171 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (171) (Level 90)Turns left: 111 You completed the challenge and received: +3 Stat Points | done |
Leave the level in less than 51 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (51) (Level 87)Turns left: 37 You completed the challenge and received: Random Artifact: Armyrohad (5 def, 0 armour) | 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 girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 3533. | 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 |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. 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. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. Agrimley the hermit has completed an elixir of focus without your aid. 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 within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
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 | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -4% Damage when hit (Melee): 12 arcane Changes stats: +2 Dex / +12 Mag / +4 Wil Changes resistances: +6% acid Maximum encumbrance: +50 Physical save: +14 (+3 eff.) Spell save: +8 (+1 eff.) Blindness immunity: +20% Poison immunity: +10% Mana each turn: +0.68 Mana when firing critical spell: +3.00 Maximum mana: +60.00 Maximum vim: +40.00 Spell crit. chance: +5% Lowers spell cool-downs by: 10% A pair of boots made of leather. |
Light source | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 blight Changes stats: +4 Mag / +6 Wil Changes resistances penetration: +15% arcane Changes damage: +9% arcane / +12% blight Critical mult.: +19.00% Physical save: +15 (+3 eff.) Mana each turn: +0.32 Spellpower on spell critical (stacks up to 3 times): +8 Spell crit. chance: +3% Light radius: +9 Healing mod.: +30% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 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 (+1 eff.) Changes stats: +7 Cun / +6 Wil Changes resistances: +28% fire Changes damage: +19% fire Critical mult.: +5.00% Life regen: +6.00 Equilibrium when hit: +2.60 Psi when hit: +3.00 Hate when hit: +3.00 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Mindpower: +6 (+2 eff.) Damage Shield penetration: +20% Damage Shield Power: +15% A pointy cloth hat, very wizardly... |
Tool | ![]() Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -24% Effects on melee hit: * 55% chance to daze at end of turn Damage when hit (Melee): 16 nature / 12 light Changes stats: +3 Str / +12 Con Changes resistances: +18% lightning Changes resistances penetration: +46% light Changes damage: +15% lightning Reduces incoming crit damage: 20.00% Lowers spell cool-downs by: 10% See invisible: +15 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 5 When wielded/worn: Accuracy: +15 (+5 eff.) Fatigue: -6% Effects on melee hit: * 26% chance to blind Damage (Melee): 34 light Effects on ranged hit: * 35% chance to blind Damage (Ranged): 50 light Changes stats: +10 Dex / +3 Wil / +10 Cun Changes resistances: +9% mind Changes resistances penetration: +15% fire Spell save: +40 (+8 eff.) Disarm immunity: +50% Pinning immunity: +50% Knockback immunity: +48% Only die when reaching: -100.00 life Maximum life: +50.00 Light radius: +2 Rings can have magical properties. |
On fingers | ![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Armour: +20 Damage when hit (Melee): 8 light Changes stats: +20 Str / +8 Wil / +8 Cun / +10 Con Changes resistances: +6% acid Changes resistances penetration: +10% acid / +15% mind Changes damage: +6% mind Critical mult.: +10.00% Mental save: +3 (+1 eff.) Disarm immunity: +50% Pinning immunity: +46% Knockback immunity: +49% Equilibrium when hit: +0.08 Maximum life: +50.00 Mindpower: +15 (+4 eff.) Rings can have magical properties. |
Around waist | ![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 45% chance to blind Damage when hit (Melee): 24 light Changes stats: +3 Str / +6 Dex / +11 Wil / +7 Cun Changes resistances: +9% cold / +6% nature / +6% fire Changes resistances penetration: +20% physical Changes damage: +18% light / +25% physical Physical save: +18 (+4 eff.) Spell save: +29 (+6 eff.) Mental save: +34 (+8 eff.) Maximum life: +99.00 Light radius: +4 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. Base power: 60.0 - 72.0 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 (+10 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
On hands | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +18.0% Armour: +7 Damage (Melee): 14 light / 12 darkness Changes stats: +1 Str / +4 Mag Changes resistances: +2% physical / +15% light / +13% darkness Changes damage: +9% light / +8% darkness Critical mult.: +13.00% Blindness immunity: +5% Only die when reaching: -60.00 life Spell crit. chance: +16% Mental crit. chance: +13% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Damage when hit (Melee): 16 lightning Changes stats: +10 Cun / +10 Mag Changes resistances: +29% mind / +30% darkness Changes resistances penetration: +9% temporal / +15% physical Changes damage: +9% lightning / +17% temporal / +12% darkness / +6% blight / +20% physical / +9% arcane / +16% light Critical mult.: +15.00% Physical save: +20 (+4 eff.) Spell save: +18 (+3 eff.) Mental save: +35 (+9 eff.) Mana when firing critical spell: +4.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +12% Heals friendly targets nearby when you use a nature summon: +50 Reduces paradox anomalies(equivalent to willpower): +15 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. |
Cloak | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 28 power out of 28/28) : Effective talent level: 2.8 Power cost: 28 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 328.55 arcane damage in radius 2, and will each trigger at one turn intervals. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +30 Defense: +12 (+4 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +10 Wil / +5 Con Changes resistances: +12% acid / +2% physical / +8% arcane / +12% cold Changes resistances cap: +7% all Physical save: +64 (+12 eff.) Mental save: +6 (+2 eff.) Life regen: +3.00 Maximum life: +72.00 Amulets can have magical properties. |
Inventory
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 22% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1018% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 915 life over 5 turns. Its effects scale with your Constitution 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. |
![]() Infused by nature 2.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
![]() 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 16. 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 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 1589% for 10 turns and instantly restoring 79 mana. Also when resting your mana will regenerate at 0.5 per turn. 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: 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 462 damage for 8 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 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: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 462 damage for 8 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 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: 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 423 damage for 6 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 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: 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 389 damage for 7 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 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: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 462 damage for 7 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 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: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 586 damage for 8 turns. Its effects scale with your Dexterity 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: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 759 damage for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 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: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 172 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 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: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 193 with a minimum range of 15. Its effects scale with your Strength 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 1000 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 1000 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 1000 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. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +5 Defense: +9 (+3 eff.) Damage when hit (Melee): 16 nature Changes stats: +5 Str / +4 Wil Changes resistances: +6% mind Changes resistances cap: +5% all Changes resistances penetration: +10% darkness / +25% mind Changes damage: +3% nature / +3% darkness / +9% mind Physical save: +17 (+4 eff.) Mental save: +11 (+3 eff.) Confusion immunity: +16% Mindpower: +11 (+3 eff.) Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +6 (+2 eff.) Fatigue: -5% Changes stats: +3 Dex / +4 Cun / +5 Con / +8 Lck Physical save: +30 (+6 eff.) Cut immunity: +65% Stun/Freeze immunity: +10% Life regen: +0.30 Stamina each turn: +0.40 Movement speed: +10% Healing mod.: +14% Reduce all damage from unseen attackers: 12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 429 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+3 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 16 nature Changes stats: +9 Dex / +5 Mag Changes resistances: +6% nature / +3% light Changes damage: +9% light Talent mastery: +0.40 Spell / Conveyance Mana each turn: +0.60 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +60.00 Amulets can have magical properties. |
![]() Requires: - Level 35 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Damage when hit (Melee): 34 darkness Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning / +9% all Damage affinity(heal): +20% lightning Grants telepathy: Demon/Major Demon/Minor Stun/Freeze immunity: +60% Spellpower: +16 (+3 eff.) Infravision radius: +3 See invisible: +14 Movement speed: +15% Healing mod.: +50% Chance to avoid any damage: +8% Amulets can have magical properties. This item has been sent to the Item's Vault. |
![]() 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 60 power out of 60/60) : Effective talent level: 2.6 Power cost: 60 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 17 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 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 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 11 light / 11 darkness Effects when hit in melee: * 11% chance to inflict 15% damage reduction * 11% chance to blind Changes stats: +4 Mag Changes damage: +7% acid / +11% light / +10% darkness / +7% fire / +7% lightning / +7% cold Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Mag Changes damage: +8% acid / +8% fire / +8% cold / +8% lightning Talent masteries: +0.40 Spell / Aegis +0.40 Spell / Earth Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +30% lightning Talent masteries: +0.40 Spell / Earth +0.40 Spell / Ice Stun/Freeze immunity: +39% Amulets can have magical properties. |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Wil Mental save: +11 (+3 eff.) Cut immunity: +50% Confusion immunity: +14% Mindpower: +11 (+3 eff.) Healing mod.: +17% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 281 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Wil / +4 Mag Mental save: +12 (+3 eff.) Confusion immunity: +20% Mana each turn: +0.53 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +52.00 Mindpower: +14 (+4 eff.) Amulets can have magical properties. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Wil Talent mastery: +0.40 Spell / Earth Mental save: +12 (+3 eff.) Confusion immunity: +18% Mindpower: +12 (+3 eff.) Amulets can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +7 Defense: +11 (+4 eff.) Changes stats: +5 Mag Changes resistances cap: +6% all Physical save: +23 (+5 eff.) Mana each turn: +0.48 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +39.00 Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +7 Defense: +11 (+4 eff.) Changes resistances cap: +6% all Talent masteries: +0.33 Celestial / Chants +0.33 Spell / Ice Physical save: +23 (+5 eff.) Amulets can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +12 (+4 eff.) Changes stats: +5 Mag Changes resistances cap: +4% all Physical save: +17 (+4 eff.) Mana each turn: +0.35 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +42.00 Amulets can have magical properties. |
![]() 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Talent masteries: +0.32 Technique / Conditioning +0.32 Spell / Fire 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 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+5 eff.) Physical power: +15 (+2 eff.) Fatigue: -6% Changes stats: +10 Dex / +10 Mag / +10 Cun Changes resistances: +6% mind Changes damage: +6% mind Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 10.00% Spell save: +20 (+4 eff.) Mental save: +13 (+4 eff.) Confusion immunity: +39% Spellpower: +15 (+3 eff.) Mindpower: +15 (+4 eff.) Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+2 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 6.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 603.16 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+5 eff.) Armour penetration: +11 Defense: +14 (+5 eff.) Changes stats: +6 Mag / +7 Wil Spellpower: +12 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Mag / +7 Wil Changes resistances: +19% acid / +16% fire / +21% lightning / +22% cold Spellpower: +11 (+2 eff.) Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+6 eff.) Changes stats: +8 Dex Changes resistances: +19% acid / +11% fire / +25% lightning / +22% cold Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Cun / +4 Mag Disarm immunity: +34% Pinning immunity: +35% Knockback immunity: +48% Maximum life: +40.00 Spellpower: +9 (+2 eff.) Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+6 eff.) Armour penetration: +12 Defense: +16 (+5 eff.) Changes stats: +9 Con Physical save: +18 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +8 (+3 eff.) Physical crit. chance: +1.0% Physical power: +6 (+1 eff.) Defense: +23 (+8 eff.) Ranged Defense: +3 (+1 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +10 Cun / +3 Str Changes resistances: +30% blight / +12% cold / +30% nature Mental save: +50 (+12 eff.) Poison immunity: +47% Disease immunity: +60% Disarm immunity: +5% Teleport immunity: +5% Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +25% acid / +22% fire / +25% lightning / +26% cold Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 (+5 eff.) Armour penetration: +15 Defense: +13 (+4 eff.) Changes stats: +9 Mag Spell save: +18 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 86.0 - 129.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 28% chance to inflict 15% damage reduction * 20% chance to daze at end of turn * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 20% chance to curse the target Burst (radius 1) on hit: +16 blight Burst (radius 2) on crit: +8 blight When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 12 nature Changes resistances: +6% acid / +6% blight Changes resistances penetration: +15% lightning / +5% nature / +5% blight Massive two-handed mauls. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 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% Damage Shield penetration (this weapon only): +10% Burst (radius 2) on crit: +16 acid When wielded/worn: Changes stats: +1 Dex / +2 Wil Changes resistances penetration: +5% lightning / +5% arcane / +10% acid Changes damage: +30% lightning / +30% cold / +30% arcane / +30% fire Talent granted: +1 Command Staff Reduces incoming crit damage: 10.00% Spell save: +13 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +14 Spellpower: +42 (+9 eff.) Spell crit. chance: +13% Damage Shield penetration: +20% Staves designed for wielders of magic, by the greats of the art. This item has been sent to the Item's Vault. |
![]() Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 66% chance to blind Burst (radius 1) on hit: +8 light When wielded/worn: Accuracy: +15 (+5 eff.) Armour penetration: +2 Physical crit. chance: +25.0% Physical power: +13 (+2 eff.) Armour: +6 Fatigue: -4% Effects on melee hit: * Slows global speed by 15% Changes stats: +3 Dex / +2 Mag / +2 Wil / +1 Cun / +7 Con Changes resistances: +3% acid / +3% lightning / +8% arcane / +6% nature Changes resistances penetration: +10% light Changes damage: +30% darkness Talent granted: +1 Command Staff Critical mult.: +34.00% Reduces incoming crit damage: 5.00% Physical save: +20 (+4 eff.) Spell save: +3 (+0 eff.) Life regen: +2.00 Spellpower: +34 (+7 eff.) Spell crit. chance: +9% Healing mod.: +35% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 170% Mag Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +30% blight / +30% fire Damage affinity(heal): +20% fire Talent granted: +1 Command Staff Spell save: +15 (+3 eff.) Spellpower: +27 (+6 eff.) Spell crit. chance: +6% It can be used to cure up to 6 diseases or poisons (based on Magic), costing 10 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
![]() infernal dragonbone vilestaff of greater warding (30-36 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 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: Armour: +12 Defense: +11 (+4 eff.) Damage (Melee): 35 fire Maximum wards: +3 fire Changes damage: +30% fire Talents granted: +5 Ward +1 Command Staff Critical mult.: +40.00% Spellpower: +24 (+5 eff.) Spell crit. chance: +5% See invisible: +20 Staves designed for wielders of magic, by the greats of the art. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +17 Defense: +11 (+4 eff.) Changes resistances: +9% acid / +3% cold / +15% nature Reduced damage from: +45% Summoned Physical save: +55 (+11 eff.) Mental save: +24 (+6 eff.) Blindness immunity: +35% Poison immunity: +10% Confusion immunity: +15% Spellpower: +9 (+2 eff.) A belt that goes around your waist. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +13.0% Changes stats: +12 Dex / +15 Cun / +10 Lck Changes resistances: +9% nature Grants telepathy: Humanoid/Orc Trap disarming bonus: +30 Stealth bonus: +10 Mental save: +12 (+3 eff.) Psi when hit: +0.04 Maximum life: +117.00 Mental crit. chance: +15% Infravision radius: +5 A belt that goes around your waist. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+3 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
![]() Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: +5% Changes resistances: +30% lightning Stun/Freeze immunity: +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 470, based on Magic) for 10 turns, costing 20 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Fatigue: -10% Effects on melee hit: * 15% chance to corrode armour by 30% Changes stats: +6 Dex / +12 Mag / +12 Wil / +6 Cun Changes resistances: +24% lightning Changes resistances penetration: +10% acid / +25% fire Changes damage: +9% fire Maximum encumbrance: +44 Spell crit. chance: +11% Mental crit. chance: +12% A belt that goes around your waist. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +5 Defense: +3 (+1 eff.) Effects on melee hit: * Slows global speed by 52% Damage when hit (Melee): 34 nature Changes stats: +4 Str Changes resistances: +9% nature / +3% physical Changes resistances penetration: +25% nature Changes damage: +9% lightning Critical mult.: +12.00% Physical save: +30 (+6 eff.) Life regen: +0.60 Maximum life: +60.00 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 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+5 eff.) Armour penetration: +15 Armour: +13 Defense: +3 (+1 eff.) Fatigue: -2% Damage when hit (Melee): 8 lightning / 8 mind Changes stats: +5 Str / +2 Mag / +2 Con Changes resistances: +9% lightning / +30% cold Changes resistances penetration: +25% lightning Critical mult.: +29.00% Reduces incoming crit damage: 10.00% Stealth bonus: +13 Hate when firing a critical mind attack: +3.00 Maximum life: +59.00 Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +20 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 48% chance to inflict 15% damage reduction Damage when hit (Melee): 12 lightning / 16 fire Changes stats: +4 Cun / +4 Dex Changes resistances: +9% lightning / +15% fire Changes resistances penetration: +20% lightning / +10% fire / +15% darkness Changes damage: +9% darkness / +12% fire 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 Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +8 (+3 eff.) Physical crit. chance: +2.0% Physical power: +14 (+2 eff.) Armour: +8 Defense: +3 (+1 eff.) Changes stats: +2 Mag / +6 Wil / +6 Cun / +1 Con Changes resistances: +10% acid / +10% fire / +10% lightning / +10% cold Changes resistances penetration: +10% lightning Critical mult.: +6.00% Physical save: +15 (+3 eff.) Mental save: +15 (+4 eff.) Only die when reaching: -50.00 life Mental crit. chance: +8% Healing mod.: +5% 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. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +35 (+12 eff.) Defense: +3 (+1 eff.) Fatigue: -10% Changes stats: +6 Str / +6 Con Physical save: +15 (+3 eff.) Maximum life: +205.00 Maximum stamina: +40.00 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 Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +3% lightning / +19% physical / +5% arcane / +15% temporal Changes resistances penetration: +5% lightning Changes damage: +19% physical / +9% temporal / +16% all Mana each turn: +0.38 Maximum mana: +94.00 Spellpower: +45 (+9 eff.) Spell crit. chance: +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. This item has been sent to the Item's Vault. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +6 Mag / +6 Wil Changes resistances: +29% mind / +30% darkness Physical save: +20 (+4 eff.) Spell save: +20 (+4 eff.) Mental save: +31 (+8 eff.) Silence immunity: +50% Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +16 (+3 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. |
![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +5 Defense: +15 (+5 eff.) Ranged Defense: +15 (+5 eff.) Fatigue: +5% Changes stats: +13 Dex / +2 Wil / +27 Lck Changes resistances: +6% acid / +6% light / +9% nature Changes resistances penetration: +13% physical Critical mult.: +15.00% Stealth bonus: +26 Disarm immunity: +5% Pinning immunity: +10% Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Damage Shield penetration: +20% A pair of boots made of leather. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +15 Fatigue: +4% Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 4 fire Changes resistances: +9% fire Changes resistances penetration: +15% darkness / +10% fire Changes damage: +18% fire / +15% darkness / +3% light Light radius: +3 Infravision radius: +3 Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -5% Changes stats: +4 Str / +6 Dex Changes resistances penetration: +30% arcane Changes damage: +12% blight Critical mult.: +15.00% Maximum encumbrance: +50 Physical save: +12 (+3 eff.) Blindness immunity: +15% Disarm immunity: +15% Mana each turn: +0.24 Maximum stamina: +40.00 Mindpower: +8 (+2 eff.) A pair of boots made of leather. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +7 Str / +3 Cun / +6 Con Changes resistances: +12% light Changes resistances penetration: +30% light Changes damage: +6% blight / +10% physical Spell save: +12 (+2 eff.) Mana when firing critical spell: +5.00 Spellpower on spell critical (stacks up to 3 times): +14 Spell crit. chance: +4% Mental crit. chance: +5% Heals friendly targets nearby when you use a nature summon: +40 Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 3.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 28 mind Changes stats: +4 Dex / +6 Wil / +5 Con Changes resistances: +15% light Changes resistances penetration: +20% mind / +10% physical Changes damage: +9% physical Physical save: +65 (+13 eff.) Maximum life: +120.00 Mindpower: +9 (+3 eff.) Mental crit. chance: +6% Light radius: +5 It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 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 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 25 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Damage when hit (Melee): 12 blight Changes resistances: +3% physical / +9% fire Reduces incoming crit damage: 21.00% Physical save: +12 (+3 eff.) Mental save: +52 (+12 eff.) Life regen: +5.50 Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +120.00 Healing mod.: +24% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Str / +4 Con Silence immunity: +50% Confusion immunity: +50% Stun/Freeze immunity: +50% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 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 Cun / +4 Dex Silence immunity: +47% Confusion immunity: +50% Stun/Freeze immunity: +33% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 100% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Fatigue: -8% Damage (Melee): 15 lightning Changes stats: +5 Cun Changes resistances: +10% lightning Changes damage: +8% lightning Reduces incoming crit damage: 20.00% Spell save: +9 (+2 eff.) Spell crit. chance: +5% Infravision radius: +5 Damage Shield penetration: +50% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Armour: +2 Changes stats: +3 Cun Changes resistances: +8% darkness Mana each turn: +0.14 Spellpower: +7 (+2 eff.) Spell crit. chance: +5% Infravision radius: +2 It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 1.8 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 36 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +11 (+1 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 16 darkness / 24 fire Changes stats: +19 Str / +13 Dex / +7 Wil / +2 Cun / +10 Con Changes resistances: +8% arcane Changes damage: +6% arcane Reduces incoming crit damage: 15.00% A cap made of leather. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Fatigue: +5% Changes stats: +14 Con Changes resistances: +36% acid / +8% arcane / +9% lightning Changes damage: +15% temporal Physical save: +53 (+11 eff.) Blindness immunity: +40% Poison immunity: +25% Disease immunity: +20% Silence immunity: +25% Knockback immunity: +15% See invisible: +15 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +15 Fatigue: +5% Effects on melee hit: * 30% chance to disease Changes resistances: +15% lightning / +18% light / +15% cold / +18% fire / +20% darkness Mental save: +15 (+4 eff.) Blindness immunity: +20% Confusion immunity: +30% Pinning immunity: +15% Stun/Freeze immunity: +15% Only die when reaching: -140.00 life Light radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +7 Mag / +5 Wil Mana each turn: +1.90 Mana when hit: +2.20 Maximum mana: +85.00 Spellpower: +12 (+3 eff.) It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 18 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +13 (+2 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 20 blight / 9 physical Changes stats: +15 Str / +3 Mag / +7 Wil / +5 Con Changes resistances: +14% physical Physical save: +15 (+3 eff.) Spell save: +6 (+1 eff.) Mana each turn: +0.16 Vim when firing critical spell: +3.00 Maximum mana: +60.00 Maximum vim: +40.00 Spellpower: +6 (+1 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 755.0 Physical damage. If the attack hits, the target is confused (41% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Elonne the drakeskin leather armour (5 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +4% Effects on melee hit: * 38% chance to disease Damage when hit (Melee): 16 arcane / 12 blight Changes stats: +4 Str / +3 Mag / +5 Wil Changes resistances: +30% lightning Changes damage: +9% arcane Critical mult.: +15.00% Spell save: +57 (+11 eff.) Maximum vim: +20.00 Spell crit. chance: +2% See invisible: +24 A suit of armour made of leather. |
![]() Requires: - Strength 20 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +21 (+7 eff.) Ranged Defense: +16 (+5 eff.) Fatigue: +8% Effects on melee hit: * 45% chance to corrode armour by 30% Changes stats: +9 Cun / +8 Wil Changes resistances: +15% darkness / +6% temporal Mental save: +43 (+10 eff.) Disease immunity: +85% Disarm immunity: +25% Confusion immunity: +20% Pinning immunity: +20% Stun/Freeze immunity: +15% Only die when reaching: -80.00 life A suit of armour made of leather. |
![]() Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical power: +20 (+3 eff.) Armour: +16 Defense: +5 (+2 eff.) Fatigue: +8% Changes stats: +11 Con Changes resistances: +10% arcane Physical save: +40 (+8 eff.) Spell save: +22 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +12 Only die when reaching: -80.00 life Spellpower: +12 (+3 eff.) Healing mod.: +30% Damage Shield penetration: +40% A suit of armour made of leather. |
![]() Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 3 It is part of a set of items. When wielded/worn: Armour: +12 Defense: +12 (+4 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and 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. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 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 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all 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: 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 nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+3 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 5.2 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 83.57 cold damage and 83.44 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 8 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+3 eff.) Light radius: +10 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 440.64 darkness damage (based on Mindpower and charge), costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
![]() 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 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% 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 1194.90 fire damage (based on Magic), costing 50 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 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 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 863.28 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 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. |
![]() Belonarintir the Lustrewalker (21/21, 69.5-83.4 power, 6 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 69.5 - 83.4 Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 21 On weapon hit: * 40 arcane resource burn * 76% chance to blind Travel speed: +300% Damage (Ranged): +20 light / +24 physical Burst (radius 1) on hit: +20 physical When wielded/worn: Ammo reloads per turn: +7 Shots are used with slings to pummel your foes to death. |
![]() 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 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 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.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By La Reine Méchante the Skeleton Archmage level 31
5th Pyre 123rd year of Ascendancy at 21:52 see stats
By La Reine Méchante the Skeleton Archmage level 45
42nd Haze 123rd year of Ascendancy at 10:45 see stats
By La Reine Méchante the Skeleton Archmage level 31
4th Pyre 123rd year of Ascendancy at 04:46 see stats
By La Reine Méchante the Skeleton Archmage level 34
61st Pyre 123rd year of Ascendancy at 21:17 see stats
By La Reine Méchante the Skeleton Archmage level 35
66th Pyre 123rd year of Ascendancy at 10:03 see stats
By La Reine Méchante the Skeleton Archmage level 40
41st Dusk 123rd year of Ascendancy at 02:28 see stats
By La Reine Méchante the Skeleton Archmage level 34
59th Pyre 123rd year of Ascendancy at 02:07 see stats
By La Reine Méchante the Skeleton Archmage level 50
49th Regrowth 124th year of Ascendancy at 15:46 see stats
By La Reine Méchante the Skeleton Archmage level 18
77th Dusk 122nd year of Ascendancy at 13:18 see stats
By La Reine Méchante the Skeleton Archmage level 40
47th Dusk 123rd year of Ascendancy at 03:07 see stats
By La Reine Méchante the Skeleton Archmage level 32
10th Pyre 123rd year of Ascendancy at 21:05 see stats
By La Reine Méchante the Skeleton Archmage level 50
66th Regrowth 124th year of Ascendancy at 05:21 see stats
By La Reine Méchante the Skeleton Archmage level 50
54th Regrowth 124th year of Ascendancy at 09:47 see stats
By La Reine Méchante the Skeleton Archmage level 20
23rd Haze 122nd year of Ascendancy at 19:36 see stats
By La Reine Méchante the Skeleton Archmage level 50
54th Regrowth 124th year of Ascendancy at 08:10 see stats
By La Reine Méchante the Skeleton Archmage level 15
33rd Dusk 122nd year of Ascendancy at 18:28 see stats
By La Reine Méchante the Skeleton Archmage level 26
28th Regrowth 123rd year of Ascendancy at 07:45 see stats
By La Reine Méchante the Skeleton Archmage level 53
8th Pyre 124th year of Ascendancy at 19:36 see stats
By La Reine Méchante the Skeleton Archmage level 50
31st Regrowth 124th year of Ascendancy at 16:25 see stats
By La Reine Méchante the Skeleton Archmage level 41
47th Dusk 123rd year of Ascendancy at 04:53 see stats
By La Reine Méchante the Skeleton Archmage level 50
18th Regrowth 124th year of Ascendancy at 00:11 see stats
By La Reine Méchante the Skeleton Archmage level 17
43rd Dusk 122nd year of Ascendancy at 12:15 see stats
By La Reine Méchante the Skeleton Archmage level 36
66th Pyre 123rd year of Ascendancy at 15:53 see stats
By La Reine Méchante the Skeleton Archmage level 69
39th Pyre 124th year of Ascendancy at 08:49 see stats
By La Reine Méchante the Skeleton Archmage level 55
14th Pyre 124th year of Ascendancy at 02:15 see stats
By La Reine Méchante the Skeleton Archmage level 61
25th Pyre 124th year of Ascendancy at 04:19 see stats
By La Reine Méchante the Skeleton Archmage level 52
8th Pyre 124th year of Ascendancy at 11:31 see stats
By La Reine Méchante the Skeleton Archmage level 10
1st Flare 122nd year of Ascendancy at 22:54 see stats
By La Reine Méchante the Skeleton Archmage level 20
22nd Haze 122nd year of Ascendancy at 13:56 see stats
By La Reine Méchante the Skeleton Archmage level 30
72nd Regrowth 123rd year of Ascendancy at 17:31 see stats
By La Reine Méchante the Skeleton Archmage level 40
38th Dusk 123rd year of Ascendancy at 04:09 see stats
By La Reine Méchante the Skeleton Archmage level 50
17th Regrowth 124th year of Ascendancy at 21:38 see stats
By La Reine Méchante the Skeleton Archmage level 40
40th Dusk 123rd year of Ascendancy at 03:17 see stats
By La Reine Méchante the Skeleton Archmage level 33
26th Pyre 123rd year of Ascendancy at 00:11 see stats
By La Reine Méchante the Skeleton Archmage level 49
5th Regrowth 124th year of Ascendancy at 04:32 see stats
By La Reine Méchante the Skeleton Archmage level 50
54th Regrowth 124th year of Ascendancy at 08:09 see stats
By La Reine Méchante the Skeleton Archmage level 44
11st Haze 123rd year of Ascendancy at 10:21 see stats
By La Reine Méchante the Skeleton Archmage level 21
39th Haze 122nd year of Ascendancy at 18:17 see stats
By La Reine Méchante the Skeleton Archmage level 25
16th Regrowth 123rd year of Ascendancy at 19:09 see stats
By La Reine Méchante the Skeleton Archmage level 48
3rd Regrowth 124th year of Ascendancy at 12:44 see stats
By La Reine Méchante the Skeleton Archmage level 28
55th Regrowth 123rd year of Ascendancy at 08:58 see stats
By La Reine Méchante the Skeleton Archmage level 33
56th Pyre 123rd year of Ascendancy at 03:04 see stats
By La Reine Méchante the Skeleton Archmage level 8
1st Summertide 122nd year of Ascendancy at 03:54 see stats
By La Reine Méchante the Skeleton Archmage level 45
42nd Haze 123rd year of Ascendancy at 10:45 see stats
By La Reine Méchante the Skeleton Archmage level 21
55th Haze 122nd year of Ascendancy at 10:18 see stats
By La Reine Méchante the Skeleton Archmage level 58
19th Pyre 124th year of Ascendancy at 13:52 see stats
By La Reine Méchante the Skeleton Archmage level 12
4th Dusk 122nd year of Ascendancy at 16:49 see stats
By La Reine Méchante the Skeleton Archmage level 37
9th Mirth 123rd year of Ascendancy at 21:57 see stats
By La Reine Méchante the Skeleton Archmage level 27
29th Regrowth 123rd year of Ascendancy at 02:50 see stats
By La Reine Méchante the Skeleton Archmage level 15
34th Dusk 122nd year of Ascendancy at 23:26 see stats
By La Reine Méchante the Skeleton Archmage level 30
3rd Pyre 123rd year of Ascendancy at 10:41 see stats
Log
You collect a new ingredient: mummified bone (1).
La Reine Méchante's Channel Staff hits Ancient elven mummy for 2428 fire damage.
La Reine Méchante's Channel Staff killed Ancient elven mummy!
La Reine Méchante picks up ( .): amber.
La Reine Méchante picks up (2.): infernal dragonbone vilestaff of greater warding (30-36 power, 6 apr, fire element).
La Reine Méchante is no longer surging arcane power.
La Reine Méchante casts Flame.
Snow giant casts Mind Disruption.
Devourer uses Multiply.
Devourer uses Multiply.
La Reine Méchante deactivates Shielding.
La Reine Méchante deactivates Arcane Shield.
La Reine Méchante deactivates Hurricane.
La Reine Méchante deactivates Keen Senses.
La Reine Méchante deactivates Crystalline Focus.
La Reine Méchante deactivates Stone Skin.
La Reine Méchante deactivates Burning Wake.
La Reine Méchante deactivates Quicken Spells.
La Reine Méchante deactivates Arcane Power.
La Reine Méchante deactivates Spellcraft.
La Reine Méchante deactivates Essence of Speed.
La Reine Méchante deactivates Wildfire.
La Reine Méchante deactivates Tempest.