Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
Addons | Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Items Vault 1.7.0Donators/Buyers bonus! Adventurer Buff Addon 1.7.6Gives Adventurers 3 more Category Points at creation, from 7 to 10. Credit for the original code goes to SirSlush. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Mage Knight 1.7.0Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Cornac |
Class | Storm Knight |
Level / Exp | 50 / 3772% |
Size | medium |
Lifes / Deaths | Killed by snow giant boulder thrower at level 18 on the 33rd Regrowth 123rd year of Ascendancy at 20:41 0 / 7Killed by Glorudhessra the Guardian at level 22 on the 41st Regrowth 123rd year of Ascendancy at 10:59 Killed by cold drake at level 26 on the 80th Regrowth 123rd year of Ascendancy at 13:51 Killed by faerlhing at level 36 on the 51st Pyre 123rd year of Ascendancy at 20:23 Killed by StK1 at level 50 on the 53rd Haze 123rd year of Ascendancy at 08:46 Killed by StK1 at level 50 on the 6th Regrowth 124th year of Ascendancy at 18:52 Killed by StK1 at level 50 on the 13rd Regrowth 124th year of Ascendancy at 03:14 |
Primary Stats
Strength | 38 (base 13) |
Dexterity | 84 (base 58) |
Constitution | 69 (base 45) |
Magic | 116 (base 60) |
Willpower | 84 (base 59) |
Cunning | 69 (base 49) |
Resources
Life | 2285/2285 |
Positive | 326/326 |
Paradox | 301 |
Essence | 100/100 |
Healing Factor | 1.3027219866912 |
Regeneration | 84.200653976594 |
Speed
Mental | +41% |
Attack | +26% |
Movement | +70% |
Spell | +26% |
Global | +100% |
Vision
Sight | 10 |
Lite | 20 |
Infravision | 10 |
See Stealth | 102.15745085037 |
See Invisible | 109.15745085037 |
Offense: Mainhand
Damage | 220 |
Accuracy | 92 |
Crit Chance | 90% |
APR | 38 |
Speed | 0.71 |
Offense: Offhand
Damage | 246 |
Accuracy | 92 |
Crit Chance | 90% |
APR | 38 |
Speed | 0.71 |
Offense: Spell
Spellpower | 82 |
Crit Chance | 88% |
Speed | 0.79365079365079 |
Cooldown Reduction | 26 |
Offense: Mind
Mindpower | 69 |
Crit Chance | 49% |
Speed | 0.79365079365079 |
Offense: Damage Bonus
Acid | +14% |
Blight | +17% |
Arcane | +31% |
Cold | +44% |
All | +7% |
Lightning | +53% |
Light | +33% |
Physical | +28% |
Fire | +13% |
Mind | +27% |
Offense: Damage Penetration
Lightning | +139% |
Light | +41% |
Physical | +124% |
Cold | +51% |
Arcane | +56% |
Mind | +81% |
All | +36% |
Defense: Base
Armour (hardiness) | 26 (58%) |
Defense | 123 |
Ranged Defense | 123 |
Fatigue | 0 |
Physical Save | 63 |
Spell Save | 66 |
Mental Save | 79 |
Defense: Resistances
Acid | + 18%( 70%) |
Blight | + 11%( 70%) |
Arcane | + 12%( 70%) |
Cold | + 16%( 70%) |
All | + 7%( 70%) |
Darkness | + 14%( 70%) |
Temporal | + 16%( 70%) |
Physical | + 24%( 60%) |
Mind | + 45%( 70%) |
Fire | + 16%( 70%) |
Lightning | +100%(100%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 30% |
Poison Resistance | 20% |
Blind Resistance | 50% |
Disarm Resistance | 37% |
Teleport Resistance | 20% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 28% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 454 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 2.5 Infusion: PrimalUse 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 heal for 18% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 293 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
Spell / Storm Walker | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Battle Dancer | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Dancing Weapon | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Storm Invocation | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Storm Warrior | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Wizard Knight | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Technique / Weapons Master | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Chronomancy | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Flexible Combat Training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Tactical Strikes | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Arcana | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Weapon Supremacy | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 1.20 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Technique / Combat Casting | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Scoundrel | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Weapondance |
talent | Eldritch Combat |
talent | Chant of Fortitude |
beneficial effect | Peer into the future, detecting enemies, increasing defense by 45, and granting a 10% chance to ignore critical hits. Precognition |
beneficial effect | Infinite Dungeon Challenge (Level 77): Exterminator Challenge |
detrimental effect | Zone-wide effect: +10% blight damage, -10% blight resistance, -20% healing mod, -20% disease immunity. Miasma |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 1.00). | done |
You successfully escorted the temporal explorer to the recall portal on level 7 of Dreadfell. Escort: temporal explorer (level 7 of Dreadfell)As a reward you improved Willpower by +5. | 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 |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 75): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 77): ExterminatorFoes left: 1 | active |
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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2631. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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, Agrimley the hermit 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 avoidance. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. | 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 |
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 within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | 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 your homeland 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 | Glowveil (0 def, 3 armour) Glowveil (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -6% Damage when hit (Melee): 10 lightning Changes stats: +1 Dex / +2 Mag / +3 Con Changes damage: +6% light Maximum encumbrance: +24 Physical save: +7 (+2 eff.) Light radius: +1 See invisible: +6 A pair of boots made of leather. |
Light source | Coleman ColemanPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 23 fire Changes stats: +5 Dex / +5 Wil / +3 Cun Changes resistances: +6% lightning / +10% cold / +10% fire / +10% temporal Changes resistances penetration: +11% all Changes damage: +3% lightning Blindness immunity: +50% Confusion immunity: +30% Light radius: +12 See stealth: +25 See invisible: +25 Defense after a teleport: +20 Resist all after a teleport: +19% New effects duration reduction after a teleport: +28% It can be used to activate talent Track, placing all other charms into a 22 cooldown : Effective talent level: 4.5 Power cost: 22 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 27 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | miner's hardened leather cap of sanctity (0 def, 5 armour) miner's hardened leather cap of sanctity (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +5 Fatigue: +3% Changes resistances: +8% blight / +7% darkness Spell save: +8 (+2 eff.) Mental save: +7 (+1 eff.) Infravision radius: +1 Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 17 cooldown : Effective talent level: 5.5 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 39 light damage to everyone else who enters. The circle lasts 6 turns. A cap made of leather. |
On hands | Storm Bringer's Gauntlets (0 def, 5 armour) Storm Bringer's Gauntlets (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +15% lightning Critical mult.: +20.00% Spellpower: +12 (+2 eff.) Spell crit. chance: +5% When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 0% Cun, 0% Str, 170% Mag, 0% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +4.0% Attack speed: 83% When this weapon hits: Chain Lightning (20% chance level 2). When this weapon hits: Nova (15% chance level 1). Damage (Melee): +20 lightning Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Tool | overpowered dragonbone totem of healing [power 812] (13 cooldown) overpowered dragonbone totem of healing [power 812] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 812 Activation puts all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Emelona EmelonaInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +12 (+2 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 39 Changes stats: +7 Str / +7 Con Changes resistances: +5% arcane / +3% mind Changes resistances penetration: +15% mind Changes damage: +21% arcane Disarm immunity: +37% Pinning immunity: +33% Knockback immunity: +28% Life regen: +13.00 Maximum life: +120.00 Healing mod.: +13% Rings make your fingers look great! |
On fingers | Samotokhad the Thunderserpent Samotokhad the ThunderserpentPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 19% chance to reduce all saves and defense by 39 Damage (Melee): 30 light / 35 physical Effects on ranged hit: * 15% chance to reduce all saves and defense by 39 Damage (Ranged): 40 light / 24 physical Changes stats: +6 Cun / +10 Mag Changes resistances: +29% mind / +3% lightning Changes resistances penetration: +15% lightning / +30% mind / +5% light Changes damage: +20% mind / +20% light Stun/Freeze immunity: +47% Life regen: +8.00 Hate when firing a critical mind attack: +3.00 Maximum hate: +12.00 Light radius: +1 It can be used to activate talent Bleeding Edge, placing all other charms into a 11 cooldown : Effective talent level: 4.5 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
Around neck | archmage's voratun amulet of murder archmage's voratun amulet of murderPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +14 Changes stats: +3 Mag Changes damage: +7% acid / +6% fire / +7% cold / +7% lightning Critical mult.: +20.00% Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Amulets make your neck look great! |
In main hand | Stormstrike (40-52 power, 9 apr) Stormstrike (40-52 power, 9 apr)Requires: - Magic 48 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 It is part of a set of items. With both her weapons, Kaeli was said to be able to act faster than most. Base power: 40.0 - 52.0 Uses stats: 0% Dex, 140% Mag, 0% Str Damage type: Lightning Mastery: Flexible Weapon Training Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to chain among nearby targets When wielded/worn: Physical crit. chance: +5.0% Damage (Melee): 20 Storm Changes stats: +4 Dex / +4 Mag / +4 Wil Changes resistances penetration: +10% lightning / +10% physical Changes damage: +5% lightning / +5% physical Critical mult.: +10.00% Spell crit. chance: +5% A dagger with a blade that seems composed of a bolt of lightning, this was one of the weapons of Kaeli Eagleheart in the Age of Dusk. It was said to send an arc of lightning chaining among the wielder's enemies with every hit. After Kaeli passed away, the dagger was wielded by other storm knights throughout the Age of Dusk, but like all of the enchanted weapons of the Eagleheart siblings, it was lost during the Cataclysm. |
Around waist | reinforced rough leather belt of magery reinforced rough leather belt of mageryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Defense: +6 (+1 eff.) Changes stats: +4 Mag / +3 Wil Physical save: +11 (+3 eff.) Spell crit. chance: +4% A belt that goes around your waist. |
In off hand | elemental voratun dagger of massacre (50-65 power, 9 apr) elemental voratun dagger of massacre (50-65 power, 9 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 50.0 - 65.0 Uses stats: 0% Dex, 150% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 129 cold damage (1/turn) When wielded/worn: Changes resistances penetration: +15% cold Changes damage: +30% cold Sharp, short and deadly. |
Cloak | elven-silk cloak 'Voraressra' (3 def, 0 armour) elven-silk cloak 'Voraressra' (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +29 (+6 eff.) Defense: +3 (+1 eff.) Fatigue: -9% Changes stats: +7 Str / +1 Mag / +3 Wil / +9 Con Changes resistances: +9% acid / +9% mind Changes resistances penetration: +20% arcane Changes damage: +3% arcane Physical save: +12 (+3 eff.) Maximum life: +164.00 Maximum stamina: +38.00 Spell crit. chance: +2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Beleba (42 def, 7 armour) Beleba (42 def, 7 armour)Requires: - Magic 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +42 (+6 eff.) Fatigue: +8% Changes resistances: +3% acid / +6% blight Spell save: +3 (+1 eff.) Poison immunity: +20% Teleport immunity: +20% Only die when reaching: -20.00 life Maximum life: +32.00 Maximum hate: +10.00 A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level. movement infusion of the sneak (speed 957%; cd 14)movement infusion of the sneak (speed 957%; cd 14) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 957% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level. restful steel amulet of manastreamingrestful steel amulet of manastreaming Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +3 Mag Life regen: +3.00 Mana each turn: +0.29 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +36.00 Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level. Tydil the voratun amuletTydil the voratun amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +15 (+2 eff.) Effects on melee hit: * 25 arcane resource burn Changes stats: +4 Cun / +8 Dex Changes resistances: +27% mind / +24% acid Critical mult.: +24.86% Confusion immunity: +38% Maximum stamina: +37.29 Mindpower: +30 (+7 eff.) Amulets make your neck look great! |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 6 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
This item will automatically be transmogrified when you leave the level. cruel elm vilestaff of protection (10-12 power, 2 apr, fire element)cruel elm vilestaff of protection (10-12 power, 2 apr, fire element) Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 130% Mag Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +5% fire Changes damage: +10% fire Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +3 (+0 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
Awakened Staff of Absorption (60-72 power, 60 apr, lightning element) Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 180% Mag Damage type: Arcane Mastery: Flexible Weapon Training Accuracy bonus: +2.0% proc dam (max 200%) 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 (+9 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 Activation costs 110 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
This item will automatically be transmogrified when you leave the level. enhanced iron battleaxe of disruption (14-21 power, 1 apr)enhanced iron battleaxe of disruption (14-21 power, 1 apr) Requires: - Magic 11 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 14.0 - 21.0 Uses stats: 170% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +12% Unnatural When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Mag / +7 Wil / +7 Cun / +7 Con Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Drake's Bane (45-68 power, 21 apr)Drake's Bane (45-68 power, 21 apr) Requires: - Magic 16 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 45.0 - 67.5 Uses stats: 170% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +21 Crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Reduced damage from: +25% Dragon Physical save: +9 (+2 eff.) Stun/Freeze immunity: +20% Knockback immunity: +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
This item will automatically be transmogrified when you leave the level. balanced steel battleaxe of massacre (35-52 power, 2 apr)balanced steel battleaxe of massacre (35-52 power, 2 apr) Requires: - Magic 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 35.0 - 52.5 Uses stats: 170% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +13 (+2 eff.) Disarm immunity: +36% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. warbringer's voratun battleaxe (58-88 power, 4 apr)warbringer's voratun battleaxe (58-88 power, 4 apr) Requires: - Magic 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.5 - 87.8 Uses stats: 170% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Physical power: +19 (+3 eff.) Changes stats: +10 Con Changes resistances penetration: +16% physical Disarm immunity: +29% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. quick voratun greatmaul (63-94 power, 4 apr)quick voratun greatmaul (63-94 power, 4 apr) Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 63.0 - 94.5 Uses stats: 170% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +30 (+6 eff.) Changes stats: +10 Dex Combat speed: +10% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. truestriking steel greatsword of enduring (26-42 power, 2 apr)truestriking steel greatsword of enduring (26-42 power, 2 apr) Requires: - Magic 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.0 - 41.6 Uses stats: 170% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +19 (+4 eff.) Armour penetration: +13 Changes stats: +13 Con / +13 Wil Changes resistances penetration: +13% physical Maximum life: +70.00 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatsword 'Eilinurinn' (38-60 power, 2 apr)dwarven-steel greatsword 'Eilinurinn' (38-60 power, 2 apr) Requires: - Magic 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 37.5 - 60.0 Uses stats: 170% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Wound the target dealing 374 physical damage across 5 turns and reducing healing by 50% Damage against: +21% Unnatural When wielded/worn: Accuracy: +16 (+4 eff.) Armour penetration: +12 Physical crit. chance: +12.0% Physical power: +10 (+1 eff.) Changes stats: +3 Wil Changes resistances: +6% nature / +5% arcane Changes resistances penetration: +10% all Spell save: +18 (+5 eff.) Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. blazebringer's stralite greatsword of amnesia (50-79 power, 3 apr)blazebringer's stralite greatsword of amnesia (50-79 power, 3 apr) Requires: - Magic 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.5 - 79.2 Uses stats: 170% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) Damage (radius 2) on crit: +59 fire When wielded/worn: Changes resistances penetration: +30% fire Global speed: +13% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. voratun greatsword of evisceration (59-94 power, 4 apr)voratun greatsword of evisceration (59-94 power, 4 apr) Requires: - Magic 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 59.0 - 94.4 Uses stats: 170% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Wound the target dealing 374 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +21.0% Physical power: +21 (+3 eff.) Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. steel longsword of shearing (15-21 power, 3 apr)steel longsword of shearing (15-21 power, 3 apr) Requires: - Magic 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.0 - 21.0 Uses stats: 150% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +8 Changes resistances penetration: +9% all Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Relgudunarihell the Quenchwither (20-29 power, 4 apr)Relgudunarihell the Quenchwither (20-29 power, 4 apr) Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 20.5 - 28.7 Uses stats: 150% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +11 (+3 eff.) Defense: +10 (+2 eff.) Changes stats: +3 Wil Changes damage: +18% cold Spell save: +21 (+5 eff.) Disarm immunity: +38% Confusion immunity: +25% Knockback immunity: +25% Mana each turn: +0.36 Only die when reaching: -99.44 life Maximum vim: +62.15 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Aerymina the voratun longsword (42-60 power, 6 apr)Aerymina the voratun longsword (42-60 power, 6 apr) Requires: - Magic 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stats: 150% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +15 (+2 eff.) Effects on melee hit: * 25% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Cun Changes resistances: +9% lightning / +7% physical / +6% arcane / +19% temporal Disease immunity: +25% Silence immunity: +25% Disarm immunity: +49% Maximum hate: +12.43 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. warbringer's steel mace of shearing (12-17 power, 3 apr)warbringer's steel mace of shearing (12-17 power, 3 apr) Requires: - Magic 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 12.0 - 16.8 Uses stats: 150% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +9 Physical power: +9 (+1 eff.) Changes stats: +3 Con Changes resistances penetration: +9% all / +9% physical Disarm immunity: +15% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. flaming voratun mace (44-61 power, 6 apr)flaming voratun mace (44-61 power, 6 apr) Requires: - Magic 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 43.5 - 60.9 Uses stats: 150% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +20 fire Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. warbringer's dwarven-steel waraxe of massacre (31-43 power, 4 apr)warbringer's dwarven-steel waraxe of massacre (31-43 power, 4 apr) Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 31.0 - 43.4 Uses stats: 150% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical power: +11 (+1 eff.) Changes stats: +4 Con Changes resistances penetration: +11% physical Disarm immunity: +18% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. warbringer's voratun waraxe (41-57 power, 6 apr)warbringer's voratun waraxe (41-57 power, 6 apr) Requires: - Magic 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 Uses stats: 150% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Physical power: +9 (+1 eff.) Changes stats: +5 Con Changes resistances penetration: +8% physical Disarm immunity: +31% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. quick stralite dagger (30-40 power, 9 apr)quick stralite dagger (30-40 power, 9 apr) Requires: - Magic 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 30.5 - 39.6 Uses stats: 0% Dex, 150% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +19 (+4 eff.) Changes stats: +5 Dex Combat speed: +10% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Iveda the Torchvault (52-67 power, 9 apr)Iveda the Torchvault (52-67 power, 9 apr) Requires: - Magic 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 51.5 - 67.0 Uses stats: 0% Str, 150% Mag, 0% Dex Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +25 fire When wielded/worn: Changes stats: +3 Wil Changes resistances penetration: +20% mind Changes damage: +27% mind Mindpower: +37 (+9 eff.) Infravision radius: +4 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. drakeskin leather slingdrakeskin leather sling Requires: - Magic 48 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. arcing quiver of dragonbone arrows of accuracy (22/22, 56-79 power, 18 apr)arcing quiver of dragonbone arrows of accuracy (22/22, 56-79 power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 56.5 - 79.1 Uses stats: 0% Dex, 170% Mag, 0% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +32 Armour Penetration: +18 Crit. chance: +3.0% Capacity: 22 On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 129 damage Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. psychokinetic pouch of voratun shots of crippling (21/21, 54-65 power, 6 apr)psychokinetic pouch of voratun shots of crippling (21/21, 54-65 power, 6 apr) Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 54.0 - 64.8 Uses stats: 0% Dex, 170% Mag, 0% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +21.0% Capacity: 21 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 263 physical damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Ranged): +28 physical Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. mummy wrappings (5 def, 2 armour)mummy wrappings (5 def, 2 armour) 6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+1 eff.) Fatigue: +2% Changes stats: +7 Mag Changes resistances: -25% fire Changes damage: +15% cold / +15% arcane / +15% darkness Spellpower: +11 (+2 eff.) Decaying mummy wrappings. |
This item will automatically be transmogrified when you leave the level. cashmere robe of life (0 def, 0 armour)cashmere robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +13% blight / +11% all Life regen: +3.80 Maximum life: +72.00 Healing mod.: +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. silk robe 'Blazequill' (35 def, 0 armour)silk robe 'Blazequill' (35 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Accuracy: +25 (+5 eff.) Armour penetration: +6 Defense: +35 (+5 eff.) Changes stats: +13 Str Changes resistances: +39% light / +13% all Changes damage: +12% lightning / +24% physical / +26% light Physical save: +15 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Branedralach the Mucusvalor (0 def, 0 armour)Branedralach the Mucusvalor (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 67% Damage when hit (Melee): 6 lightning Changes stats: +6 Wil / +16 Mag Changes resistances: +15% nature / +43% darkness / +15% all Changes resistances penetration: +13% physical / +15% temporal / +25% fire Changes damage: +3% lightning / +30% physical / +29% darkness / +3% fire / +9% nature / +30% temporal Silence immunity: +50% Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +18 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. elven-silk robe 'Wildtrial' (0 def, 0 armour)elven-silk robe 'Wildtrial' (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Damage when hit (Melee): 6 nature Changes resistances: +15% lightning / +12% fire / +18% nature / +30% blight / +21% cold / +6% arcane / +15% all Changes resistances penetration: +15% mind Life regen: +6.00 Hate when firing a critical mind attack: +3.00 Maximum life: +97.00 Healing mod.: +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Nightparry (2 def, 4 armour)Nightparry (2 def, 4 armour) Requires: - Heavy armour training - Magic 14 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Effects on melee hit: * 25% chance to reduce damage dealt by 31% Changes stats: +4 Cun / +5 Mag Changes resistances: +6% arcane Changes resistances penetration: +25% darkness / +31% mind Changes damage: +21% darkness Spell save: +13 (+3 eff.) Equilibrium when hit: +0.12 Mental crit. chance: +7% Infravision radius: +4 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. hardened dwarven-steel mail armour of cold resistance (3 def, 16 armour)hardened dwarven-steel mail armour of cold resistance (3 def, 16 armour) Requires: - Heavy armour training - Magic 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +16 Defense: +3 (+1 eff.) Fatigue: +12% Changes resistances: +10% acid / +8% physical / +32% cold / +10% lightning / +10% fire A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. fortifying stralite mail armour (4 def, 8 armour)fortifying stralite mail armour (4 def, 8 armour) Requires: - Heavy armour training - Magic 38 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Changes stats: +6 Str / +6 Con Maximum life: +65.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. cleansing voratun mail armour of the deep (5 def, 16 armour)cleansing voratun mail armour of the deep (5 def, 16 armour) Requires: - Heavy armour training - Magic 48 Infused by nature Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +16 Defense: +5 (+1 eff.) Fatigue: +12% Changes resistances: +15% acid / +12% cold / +18% nature / +15% blight Allows you to breathe in: water A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. enlightening steel plate armour of lightning resistance (0 def, 9 armour)enlightening steel plate armour of lightning resistance (0 def, 9 armour) Requires: - Massive armour training - Magic 28 Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes stats: +5 Cun / +5 Wil Changes resistances: +21% lightning Mental save: +14 (+3 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. Plate Armor of the King (15 def, 30 armour)Plate Armor of the King (15 def, 30 armour) Requires: - Massive armour training - Magic 48 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +30 Defense: +15 (+2 eff.) Fatigue: +26% Changes stats: +9 Wil Changes resistances: +25% acid / +25% darkness / +25% blight / +25% fire / +10% arcane Physical save: +15 (+4 eff.) Spell save: +25 (+6 eff.) Mental save: +25 (+5 eff.) Stun/Freeze immunity: +30% Knockback immunity: +30% Maximum stamina: +60.00 Light radius: +1 Beautifully detailed with images of King Toknor's defence of Last Hope. Despair fills the hearts of even the blackest villains at the sight of it. |
This item will automatically be transmogrified when you leave the level. Ragudil the Wretchzeal (0 def, 39 armour)Ragudil the Wretchzeal (0 def, 39 armour) Requires: - Massive armour training - Magic 60 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +39 Fatigue: +2% Effects on melee hit: * 25% chance to slow global speed by 67% Damage when hit (Melee): 4 temporal Changes resistances: +15% acid / +12% cold Changes damage: +15% nature / +3% mind Allows you to breathe in: water Physical save: +24 (+6 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. voratun plate armour of Eyal (0 def, 16 armour)voratun plate armour of Eyal (0 def, 16 armour) Requires: - Massive armour training - Magic 60 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Life regen: +10.00 Maximum life: +46.00 Healing mod.: +18% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. Rope Belt of the ThalorenRope Belt of the Thaloren Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +15 (+3 eff.) Mental crit. chance: +15% The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
This item will automatically be transmogrified when you leave the level. skylord's drakeskin leather beltskylord's drakeskin leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Str / +5 Dex / +7 Wil / +6 Cun Physical save: +19 (+5 eff.) Spell save: +18 (+5 eff.) Mental save: +20 (+4 eff.) A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. spiritwalker's drakeskin leather belt of recklessnessspiritwalker's drakeskin leather belt of recklessness Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +5 (+0 eff.) Changes stats: +10 Mag Critical mult.: +12.00% Mana each turn: +0.53 Maximum mana: +60.00 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. Cloth of Dreams (10 def, 0 armour)Cloth of Dreams (10 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Mindpower: +6 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 6 power out of 25/25) : Effective talent level: 4.5 Power cost: 6 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 82 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
This item will automatically be transmogrified when you leave the level. Urthylathakan (3 def, 0 armour)Urthylathakan (3 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Dex / +4 Cun / +9 Con Changes resistances: +6% arcane / +21% acid Light radius: +4 Infravision radius: +4 Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. Loamtreason (0 def, 5 armour)Loamtreason (0 def, 5 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * 25% chance to slow global speed by 67% Damage when hit (Melee): 12 temporal Changes resistances: +10% lightning / +15% temporal / +24% blight Changes resistances penetration: +30% mind Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. miner's pair of voratun boots of void walking (0 def, 13 armour)miner's pair of voratun boots of void walking (0 def, 13 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Fatigue: +4% Changes resistances: +30% darkness / +25% temporal Changes resistances penetration: +20% darkness / +18% temporal Infravision radius: +3 Defense after a teleport: +25 Resist all after a teleport: +19% New effects duration reduction after a teleport: +26% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. heroic voratun gauntlets of regeneration (0 def, 9 armour)heroic voratun gauntlets of regeneration (0 def, 9 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +9 Fatigue: +5% Mental save: +12 (+2 eff.) Life regen: +6.00 Stamina each turn: +1.10 Psi each turn: +0.36 Maximum life: +69.00 When used to modify unarmed attacks: Base power: 38.0 - 53.2 Uses stats: 0% Dex, 0% Cun, 170% Mag, 0% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +12 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Second Wind (10% chance level 1). When this weapon hits: Battle Shout (10% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. miner's drakeskin leather cap of the depths (0 def, 10 armour)miner's drakeskin leather cap of the depths (0 def, 10 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Changes resistances: +25% cold Allows you to breathe in: water Infravision radius: +4 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. agateagate 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. zirconzircon 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
This item will automatically be transmogrified when you leave the level. FrigidgasherFrigidgasher Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Str / +8 Mag / +4 Con Changes resistances: +18% cold Changes resistances penetration: +25% mind Critical mult.: +24.86% Physical save: +7 (+2 eff.) Mental crit. chance: +7% Light radius: +7 Healing mod.: +14% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(138 power, based on Willpower) Activation costs 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
This item will automatically be transmogrified when you leave the level. woodsman's voratun pickaxe (dig speed 22 turns)woodsman's voratun pickaxe (dig speed 22 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances: +14% nature Changes damage: +9% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
Rod of Recall (3/3) Rod of Recall (3/3)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 Activation costs 111 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. |
This item will automatically be transmogrified when you leave the level. Lisekira the Spiderpain [power 110] (14 cooldown)Lisekira the Spiderpain [power 110] (14 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 25% chance to slow global speed by 67% * 25% chance to reduce damage dealt by 31% Changes resistances: +12% lightning / +12% nature Changes resistances penetration: +31% arcane Changes damage: +24% lightning / +24% nature It can be used to summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 300 Base Damage: 130 Armor: 10 All Resist: 10 Activation puts all charms on cooldown for 14 turns. When used: * Heal for 46. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. focusing ash wand of conjuration [power 190] (9 cooldown)focusing ash wand of conjuration [power 190] (9 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to fire a magical bolt dealing 290 lightning damage Activation puts all charms on cooldown for 9 turns. When used: * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By StK1 the Cornac Storm Knight level 30
10th Pyre 123rd year of Ascendancy at 07:33 see stats
By StK1 the Cornac Storm Knight level 33
30th Pyre 123rd year of Ascendancy at 06:02 see stats
By StK1 the Cornac Storm Knight level 28
2nd Pyre 123rd year of Ascendancy at 02:59 see stats
By StK1 the Cornac Storm Knight level 45
62nd Dusk 123rd year of Ascendancy at 12:51 see stats
By StK1 the Cornac Storm Knight level 50
3rd Allure 124th year of Ascendancy at 07:11 see stats
By StK1 the Cornac Storm Knight level 45
62nd Dusk 123rd year of Ascendancy at 04:24 see stats
By StK1 the Cornac Storm Knight level 36
50th Pyre 123rd year of Ascendancy at 18:41 see stats
By StK1 the Cornac Storm Knight level 50
9th Regrowth 124th year of Ascendancy at 13:51 see stats
By StK1 the Cornac Storm Knight level 12
57th Dusk 122nd year of Ascendancy at 11:16 see stats
By StK1 the Cornac Storm Knight level 35
47th Pyre 123rd year of Ascendancy at 22:55 see stats
By StK1 the Cornac Storm Knight level 48
6th Haze 123rd year of Ascendancy at 23:08 see stats
By StK1 the Cornac Storm Knight level 34
47th Pyre 123rd year of Ascendancy at 11:41 see stats
By StK1 the Cornac Storm Knight level 50
13rd Regrowth 124th year of Ascendancy at 10:32 see stats
By StK1 the Cornac Storm Knight level 20
35th Regrowth 123rd year of Ascendancy at 02:55 see stats
By StK1 the Cornac Storm Knight level 31
18th Pyre 123rd year of Ascendancy at 06:55 see stats
By StK1 the Cornac Storm Knight level 50
4th Regrowth 124th year of Ascendancy at 12:15 see stats
By StK1 the Cornac Storm Knight level 50
50th Haze 123rd year of Ascendancy at 05:23 see stats
By StK1 the Cornac Storm Knight level 34
47th Pyre 123rd year of Ascendancy at 03:49 see stats
By StK1 the Cornac Storm Knight level 33
30th Pyre 123rd year of Ascendancy at 06:20 see stats
By StK1 the Cornac Storm Knight level 50
3rd Allure 124th year of Ascendancy at 08:07 see stats
By StK1 the Cornac Storm Knight level 10
8th Mirth 122nd year of Ascendancy at 07:49 see stats
By StK1 the Cornac Storm Knight level 20
35th Regrowth 123rd year of Ascendancy at 02:07 see stats
By StK1 the Cornac Storm Knight level 30
5th Pyre 123rd year of Ascendancy at 18:33 see stats
By StK1 the Cornac Storm Knight level 40
4th Flare 123rd year of Ascendancy at 15:49 see stats
By StK1 the Cornac Storm Knight level 50
20th Haze 123rd year of Ascendancy at 06:56 see stats
By StK1 the Cornac Storm Knight level 50
2nd Decay 123rd year of Ascendancy at 12:47 see stats
By StK1 the Cornac Storm Knight level 50
29th Haze 123rd year of Ascendancy at 23:53 see stats
By StK1 the Cornac Storm Knight level 18
4th Regrowth 123rd year of Ascendancy at 20:31 see stats
By StK1 the Cornac Storm Knight level 30
6th Pyre 123rd year of Ascendancy at 02:42 see stats
By StK1 the Cornac Storm Knight level 43
58th Dusk 123rd year of Ascendancy at 17:34 see stats
By StK1 the Cornac Storm Knight level 25
78th Regrowth 123rd year of Ascendancy at 13:32 see stats
By StK1 the Cornac Storm Knight level 35
48th Pyre 123rd year of Ascendancy at 00:59 see stats
By StK1 the Cornac Storm Knight level 50
13rd Regrowth 124th year of Ascendancy at 10:30 see stats
By StK1 the Cornac Storm Knight level 9
7th Mirth 122nd year of Ascendancy at 07:09 see stats
By StK1 the Cornac Storm Knight level 33
30th Pyre 123rd year of Ascendancy at 06:02 see stats
By StK1 the Cornac Storm Knight level 23
59th Regrowth 123rd year of Ascendancy at 02:21 see stats
By StK1 the Cornac Storm Knight level 50
13rd Regrowth 124th year of Ascendancy at 10:32 see stats
By StK1 the Cornac Storm Knight level 50
51st Haze 123rd year of Ascendancy at 14:31 see stats
By StK1 the Cornac Storm Knight level 22
45th Regrowth 123rd year of Ascendancy at 03:02 see stats
By StK1 the Cornac Storm Knight level 39
1st Summertide 123rd year of Ascendancy at 20:00 see stats
By StK1 the Cornac Storm Knight level 23
58th Regrowth 123rd year of Ascendancy at 12:11 see stats
By StK1 the Cornac Storm Knight level 22
42nd Regrowth 123rd year of Ascendancy at 05:07 see stats
By StK1 the Cornac Storm Knight level 15
23rd Haze 122nd year of Ascendancy at 09:26 see stats
By StK1 the Cornac Storm Knight level 27
1st Pyre 123rd year of Ascendancy at 15:09 see stats
Log
Talent Precognition is ready to use.
StK1 casts Precognition.
StK1 retunes the fabric of spacetime.
Dug for 13 turns.
Rocky mountain turns into rocky ground.
StK1 uses Dig.
Digging starts...
Talent Precognition is ready to use.
StK1 casts Precognition.
StK1 retunes the fabric of spacetime.
Dug for 13 turns.
Rocky mountain turns into rocky ground.
StK1 uses Dig.
Digging starts...
Talent Precognition is ready to use.
StK1 casts Precognition.
StK1 retunes the fabric of spacetime.
Dug for 13 turns.
Rocky mountain turns into rocky ground.
StK1 uses Dig.
Digging starts...
Talent Precognition is ready to use.
StK1 casts Precognition.
StK1 retunes the fabric of spacetime.
Dug for 13 turns.
Rocky mountain turns into rocky ground.