Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Arcane Blade |
| Level / Exp | 50 / 1675% |
| Size | huge |
| Lifes / Deaths | Killed by Salora the void horror at level 29 on the 77th Pyre 123rd year of Ascendancy at 23:29 / 1 |
Primary Stats
| Strength | 51 (base 22) |
| Dexterity | 77 (base 60) |
| Constitution | 31 (base 10) |
| Magic | 120.62 (base 66) |
| Willpower | 111.62 (base 41) |
| Cunning | 116.62 (base 61) |
Resources
| Mana | 506/682 |
| Life | 1562/1562 |
| Positive | 0/197 |
| Stamina | 360/473 |
| Paradox | 300 |
| Healing Factor | 1 |
| Regeneration | 0.24999999999999 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | +49.18105373397% |
| Spell | 0% |
| Global | +148.27719409802% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 2 |
| See Stealth | 27 |
| See Invisible | 27 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 163 |
| Accuracy | 101 |
| Crit Chance | 105% |
| APR | 41 |
| Speed | 1.11 |
Offense: Offhand
| Damage | 20 |
| Accuracy | 101 |
| Crit Chance | 105% |
| APR | 41 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 88.421638474646 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Mind
| Mindpower | 71.9455 |
| Crit Chance | 65% |
| Speed | 1 |
Offense: Damage Bonus
| All | +42% |
Offense: Damage Penetration
| All | +13% |
Defense: Base
| Armour (hardiness) | 62.996218361333 (89.859154929577%) |
| Defense | 56.863284770033 |
| Ranged Defense | 66.743228402441 |
| Fatigue | 5 |
| Physical Save | 51.4 |
| Spell Save | 68.446 |
| Mental Save | 74.596 |
Defense: Resistances
| All | + 11%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 68% |
| Teleport Resistance | 50% |
| Blind Resistance | 100% |
| Disarm Resistance | 28% |
| Bleed Resistance | 10% |
| Silence Resistance | 68% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 33% |
Inscriptions (6/6)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 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 944 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 938% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 33% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 423 and cleanse 1 wound and poison effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 1011% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 31 for 12 turns. While Heroism is active, you will only die when reaching -1242 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat techniques | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Air | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Enhancement | 1.20 |
| 4/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Earth | 1.20 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Fire | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 0.80 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Aegis | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.10 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Arcane Feed |
| talent | Fiery Hands |
| talent | Arcane Shield |
| talent | Stone Skin |
| talent | Inner Power |
| talent | Precise Strikes |
| talent | Feather Wind |
| talent | Defensive Posture |
| talent | Shock Hands |
| talent | Shielding |
| talent | Arcane Combat |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Increases your three highest stats by 26 and keeps you from dying even if your life drops to -1092. Heroism |
| beneficial effect | The target's combat attack is improved by 106. Attack |
| beneficial effect | Increases global action speed by 48%. Speed |
| beneficial effect | The target radiates incredible power, increasing all damage done by 30%. Power Overload |
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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Spellblaze Crystal. Escort: injured seer (level 3 of Scintillating Caves) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You failed to protect the lost warrior from death by Zubota the fox. Escort: lost warrior (level 2 of Daikara) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Dreadfell. Escort: temporal explorer (level 2 of Dreadfell)As a reward you improved talent Precognition (+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 |
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 Minotaur. * 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. | 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. * The fortress shadow has asked that you come back as soon as possible. * 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: 1687. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
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 |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Radianceglory (7 def, 4 armour) Radianceglory (7 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +7 (+2 eff.) Ranged Defense: +7 (+2 eff.) Fatigue: +3% Changes resistances: +6% light / +6% fire / +6% mind / +15% nature Cut immunity: +10% Silence immunity: +38% Confusion immunity: +38% Stun/Freeze immunity: +38% Only die when reaching: -20.00 life 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. |
| Light source | dwarven lantern 'Silema' dwarven lantern 'Silema'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Damage when hit (Melee): 20 temporal / 8 arcane / 8 mind Changes stats: +13 Wil Changes resistances: +12% mind Changes resistances penetration: +5% arcane / +13% all Changes damage: +15% mind Critical mult.: +17.00% Mental save: +7 (+2 eff.) Mindpower: +12 (+3 eff.) Mental crit. chance: +12% Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+3 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
| On hands | spellstreaming drakeskin leather gloves of war-making (0 def, 3 armour) spellstreaming drakeskin leather gloves of war-making (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Armour: +3 Critical mult.: +9.00% Mana each turn: +0.32 Spellpower: +11 (+2 eff.) Spell crit. chance: +20% Mental crit. chance: +13% When used to modify unarmed attacks: Power: 142% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +15.0% Attack speed: 100% When this weapon hits: Elemental bolt (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Damage (Melee): +16 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Defense: +12 (+4 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 39 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
| On fingers | Eremidil the voratun ring Eremidil the voratun ringPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 8 blight Changes stats: +8 Mag / +10 Wil / +2 Cun / +2 Con Changes resistances: +40% light / +6% mind Changes damage: +9% blight / +20% light / +3% mind Spellpower: +30 (+6 eff.) Mindpower: +15 (+4 eff.) Rings can have magical properties. |
| On fingers | Void Orb Void OrbPowered 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: 4.4 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 387.80 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. |
| Around neck | Nightravage the voratun amulet Nightravage the voratun amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +7 Physical crit. chance: +6.0% Effects on melee hit: * 15% chance to inflict damage reduction Changes stats: +2 Wil Changes resistances: +3% darkness Changes damage: +15% blight / +13% fire / +6% mind Critical mult.: +50.00% Mental save: +20 (+5 eff.) Teleport immunity: +50% Equilibrium when hit: +0.08 Spellpower: +15 (+3 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +1% It can be used to teleport you randomly (rad 65), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
| In main hand | Telos's Staff (Top Half) (143% power, 0 apr, lightning element) Telos's Staff (Top Half) (143% power, 0 apr, lightning element)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Power: 144% Range: 1.2x Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% lightning Talent granted: +1 Command Staff Mental save: +8 (+2 eff.) Spellpower: +30 (+6 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. |
| Around waist | drakeskin leather belt 'Skysaw' drakeskin leather belt 'Skysaw'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +12 (+2 eff.) Defense: +20 (+6 eff.) Changes stats: +5 Str / +3 Dex / +6 Con Changes resistances penetration: +15% lightning Changes damage: +3% lightning Critical mult.: +3.00% Reduces incoming crit damage: 5.00% Stealth bonus: +15 Physical save: +26 (+9 eff.) Only die when reaching: -20.00 life Maximum stamina: +10.00 Mindpower: +10 (+2 eff.) Size category: +1 A belt that goes around your waist. |
| In off hand | Telos's Staff (Bottom Half) Telos's Staff (Bottom Half)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+2 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. |
| Cloak | elven-silk cloak 'Hellsenvy' (16 def, 0 armour) elven-silk cloak 'Hellsenvy' (16 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +31 (+5 eff.) Defense: +16 (+5 eff.) Fatigue: -9% Changes resistances: +9% darkness / +3% fire Reduces incoming crit damage: 15.00% Physical save: +26 (+9 eff.) Spell save: +20 (+5 eff.) Mental save: +15 (+4 eff.) Stun/Freeze immunity: +10% Only die when reaching: -50.00 life Maximum life: +92.00 Maximum stamina: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Belurassra the stralite plate armour (7 def, 20 armour) Belurassra the stralite plate armour (7 def, 20 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +20 Defense: +7 (+2 eff.) Fatigue: +26% Changes stats: +6 Str / +4 Con Changes resistances: +18% acid / +17% physical / +21% cold / +21% lightning / +35% fire Changes damage: +6% blight / +3% arcane Talent cooldown: Rush (-5 turns) Reduces incoming crit damage: 10.00% Spell save: +9 (+2 eff.) Disarm immunity: +28% Stun/Freeze immunity: +28% Knockback immunity: +33% Mana each turn: +0.04 A suit of armour made of metal plates. |
Inventory
healing infusion of the wizard (heal 442) healing infusion of the wizard (heal 442)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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 442 and cleanse 1 wound and poison effect. Its effects scale with your Magic 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. |
heroism infusion of the psychic (+27 for 8 turns, die at -825) heroism infusion of the psychic (+27 for 8 turns, die at -825)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 27 for 8 turns. While Heroism is active, you will only die when reaching -825 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. 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. |
heroism infusion of the sneak (+29 for 12 turns, die at -1293) heroism infusion of the sneak (+29 for 12 turns, die at -1293)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 29 for 12 turns. While Heroism is active, you will only die when reaching -1293 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+30 for 11 turns, die at -1242) heroism infusion of the sneak (+30 for 11 turns, die at -1242)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 30 for 11 turns. While Heroism is active, you will only die when reaching -1242 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+32 for 11 turns, die at -1113) heroism infusion of the wizard (+32 for 11 turns, die at -1113)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 32 for 11 turns. While Heroism is active, you will only die when reaching -1113 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 830 over 5 turns) regeneration infusion of the wizard (heal 830 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 830 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 720 over 5 turns) regeneration infusion of the wizard (heal 720 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 720 life over 5 turns. Its effects scale with your Magic 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. |
wild infusion of the sneak (resist 33%; cure mental, magical) wild infusion of the sneak (resist 33%; cure mental, magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or magical effect and reduce all damage taken by 33% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 47%; cure mental) wild infusion of the wizard (resist 47%; cure mental)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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 47% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (596.48 temporal damage, removed from time 4 turns) Rune of the Rift (596.48 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 847.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune of the sneak (410 acid damage; dur 5; apply 84) acid wave rune of the sneak (410 acid damage; dur 5; apply 84)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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 409.73 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 84. The surge of natural acids will remove one detrimental magical effect from you. 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. |
acid wave rune of the wizard (636 acid damage; dur 5; apply 85) acid wave rune of the wizard (636 acid damage; dur 5; apply 85)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: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 636.08 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 85. The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the wizard (386 cold damage; 85 apply power) biting gale rune of the wizard (386 cold damage; 85 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 386.19 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 85. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 860 for 5 turns) shielding rune of the sneak (absorb 860 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 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 860 damage for 5 turns. 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. |
shielding rune of the sneak (absorb 540 for 5 turns) shielding rune of the sneak (absorb 540 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 540 damage for 5 turns. 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. |
shielding rune of the sneak (absorb 701 for 7 turns) shielding rune of the sneak (absorb 701 for 7 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 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 701 damage for 7 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Isserab the Dazzledash Isserab the DazzledashInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +2 Str / +10 Dex / +3 Wil / +10 Con Changes resistances: +3% light Changes resistances penetration: +15% light Physical save: +25 (+8 eff.) Spell save: +25 (+6 eff.) Mental save: +25 (+6 eff.) Blindness immunity: +40% Infravision radius: +10 Sight radius: +2 See invisible: +15 Amulets can have magical properties. |
Xybremira XybremiraPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +1 Wil / +5 Mag Critical mult.: +10.00% Mental save: +10 (+2 eff.) Mana each turn: +0.50 Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +41.00 Spell crit. chance: +2% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 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. |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+13 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Polalranne =8 str= Polalranne =8 str=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Defense: +10 (+3 eff.) Effects on melee hit: * 19% chance to blind * 10% chance to gain 10% of a turn Effects on ranged hit: * 19% chance to blind Damage when hit (Melee): 16 physical Changes stats: +8 Str / +5 Cun / +6 Con Only die when reaching: -40.00 life Maximum stamina: +10.00 Rings can have magical properties. |
Stokerage the stralite ring Stokerage the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +18 Changes stats: +15 Str / +1 Mag Changes resistances penetration: +15% fire Changes damage: +3% fire Rings can have magical properties. |
Velutha the Sunpower Velutha the SunpowerInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 4 fire Changes stats: +8 Wil / +8 Cun / +5 Con Changes resistances: +36% cold / +5% arcane / +6% fire Changes resistances penetration: +5% mind Changes damage: +3% fire / +18% cold Spell save: +34 (+8 eff.) Maximum stamina: +28.00 Mindpower: +13 (+3 eff.) Rings can have magical properties. |
Yarekhad the stralite ring Yarekhad the stralite ringInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +16 (+3 eff.) Physical power: +11 (+2 eff.) Changes stats: +8 Str / +8 Dex / +4 Mag / +4 Con Critical mult.: +5.00% Spell save: +3 (+1 eff.) Life regen: +1.30 Maximum life: +80.00 Spellpower: +8 (+2 eff.) Healing mod.: +17% Rings can have magical properties. |
Belonn the Lustreschism (139% power, 9 apr) Belonn the Lustreschism (139% power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Power: 139% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to blind * Random elemental explosion * 25% chance for lightning to arc to a second target On weapon crit: * wounds the target reducing their healing Damage (Melee): +14 lightning When wielded/worn: Physical crit. chance: +7.0% Physical power: +19 (+4 eff.) Changes stats: +2 Str Changes resistances penetration: +11% acid / +9% fire / +9% lightning / +10% cold Changes damage: +9% physical Maximum encumbrance: +10 Sharp, short and deadly. |
thunderous dwarven-steel greatmaul of massacre (168% power, 2 apr) thunderous dwarven-steel greatmaul of massacre (168% power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 168% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 14% chance to daze When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +5 Cun / +3 Con Changes resistances penetration: +7% lightning Massive two-handed mauls. |
Belosarab the living mindstar (116% power, 40 apr, mind damage) Belosarab the living mindstar (116% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. The natural wyrm seeks an element. This honing mindstar will focus other psionic mindstars. Power: 116% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Ranged Defense: +2 (+0 eff.) Effects on melee hit: * 40% chance to gain 10% of a turn Damage when hit (Melee): 5 lightning / 9 physical / 6 fire / 7 acid / 9 cold Changes stats: +4 Cun / +4 Wil Changes resistances: +7% lightning / +20% physical / +10% cold / +14% fire / +3% mind / +9% acid Changes resistances penetration: +9% physical Changes damage: +6% physical Physical save: +10 (+3 eff.) Spell save: +9 (+2 eff.) Mental save: +10 (+2 eff.) Poison immunity: +15% Cut immunity: +10% Equilibrium when hit: +1.80 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Charged Focus (100% power, 24 apr, lightning damage) Charged Focus (100% power, 24 apr, lightning damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. You feel two unconnected psionic channels on this item. Power: 100% Range: 1.1x Uses stats: 40% Wil, 20% Cun Damage type: Lightning Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% lightning Changes resistances penetration: +9% lightning Changes damage: +15% lightning Talent mastery: +0.15 Psionic / Charged mastery Talent granted: +1 Psionic Maelstrom Mental save: +9 (+2 eff.) Maximum psi: +30.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +6% Electrical energies are focussed in the core of this mindstar. |
pulsing mindstar 'Arayama' (109% power, 32 apr, mind damage) pulsing mindstar 'Arayama' (109% power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This honing mindstar will focus other psionic mindstars. The natural wyrm seeks an element. Power: 109% Range: 1.1x Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +2 (+1 eff.) Ranged Defense: +2 (+0 eff.) Damage when hit (Melee): 7 lightning / 7 physical / 4 fire / 6 acid / 6 cold Changes stats: +4 Cun / +3 Wil Changes resistances: +6% lightning / +15% physical / +8% cold / +6% fire / +6% mind / +6% acid Changes resistances penetration: +6% physical Changes damage: +6% physical Poison immunity: +20% Life regen: +1.30 Maximum life: +28.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Awakened Staff of Absorption (172% power, 60 apr, physical element) Awakened Staff of Absorption (172% power, 60 apr, physical element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+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 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 3/200. 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." |
Zerylathagund the Glarequill (136% power, 6 apr, lightning element) Zerylathagund the Glarequill (136% power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +8 darkness Burst (radius 2) on crit: +8 temporal When wielded/worn: Accuracy: +15 (+2 eff.) Physical crit. chance: +10.0% Physical power: +15 (+3 eff.) Effects on melee hit: * 15% chance to blind * 10% chance to gain 10% of a turn Changes resistances: +15% lightning / +12% temporal / +3% light Changes resistances penetration: +10% temporal Changes damage: +30% lightning / +6% light Talent granted: +1 Command Staff Critical mult.: +11.00% Physical save: +15 (+5 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+4 eff.) Spellpower: +25 (+5 eff.) Spell crit. chance: +17% Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff 'Skysweeper' (136% power, 6 apr, lightning element) dragonbone vilestaff 'Skysweeper' (136% power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +4 acid When wielded/worn: Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 4 lightning Changes stats: +6 Mag / +5 Wil Changes resistances: +6% acid Changes damage: +18% acid / +36% lightning Talent granted: +1 Command Staff Maximum mana: +81.00 Spellpower: +49 (+10 eff.) Spell crit. chance: +13% It can be used to unleash an elemental blastwave, dealing 193.20 - 231.84 lightning damage in a radius 6 around the user, putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. |
Skeletal Claw (167% power, 8 apr) Skeletal Claw (167% power, 8 apr)Requires: - Dexterity 14 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Power: 167% Range: 1.1x Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +8 Physical crit. chance: +9.0% Attack speed: 125% When this weapon hits: Bone Grab (10% chance level 3). When this weapon hits: Bone Spear (20% chance level 4). Damage (Melee): +30 bleed Burst (radius 2) on crit: +50 bleed When wielded/worn: Defense: +12 (+4 eff.) Talent mastery: +0.25 Corruption / Bone Spellpower: +4 (+1 eff.) Combat speed: +10% Talent on hit(spell): Bone Spear (10% chance level 4). It can be used to activate talent Bone Nova (costing 20 power out of 20/20) : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Fire bone spears in all directions, hitting all foes within radius 4 for 259.15 physical damage. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. |
Dairilesin the drakeskin leather belt Dairilesin the drakeskin leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +17 (+5 eff.) Changes stats: +6 Mag Changes resistances: +14% fire / +10% cold Reduces incoming crit damage: 15.00% Stealth bonus: +11 Mental save: +6 (+2 eff.) Mana each turn: +0.57 Maximum life: +161.00 Maximum mana: +138.00 Maximum stamina: +65.00 Maximum hate: +20.00 Maximum psi: +40.00 Maximum vim: +33.00 Maximum pos.energy: +40.00 Maximum neg.energy: +39.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +3% Reduces paradox anomalies(equivalent to willpower): +17 A belt that goes around your waist. |
Noonpall (0 def, 5 armour) Noonpall (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * 40% chance to blind Changes resistances: +9% lightning / +26% temporal / +30% darkness / +11% fire / +3% light / +15% cold Changes resistances penetration: +17% darkness / +18% temporal Spellpower: +4 (+1 eff.) Light radius: +2 Defense after a teleport: +30 Resist all after a teleport: +20% New effects duration reduction after a teleport: +21% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of drakeskin leather boots of invasion (0 def, 5 armour) undeterred pair of drakeskin leather boots of invasion (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +5% Changes resistances penetration: +13% physical Silence immunity: +37% Confusion immunity: +35% Stun/Freeze immunity: +42% A pair of boots made of leather. |
Storm Bringer's Gauntlets (0 def, 3 armour) Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% When used to modify unarmed attacks: Power: 126% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +4.0% Attack speed: 83% When this weapon hits: Chain Lightning (20% chance level 3). When this weapon hits: Nova (15% chance level 2). Damage (Melee): +20 lightning It can be used to activate talent Chain Lightning (costing 16 power out of 16/16) : Effective talent level: 3.6 Power cost: 16 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 157.55 to 472.65 damage and forking to another target. It can hit up to 7 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. 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. |
Kindlestoker (0 def, 7 armour) Kindlestoker (0 def, 7 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +7 Fatigue: +5% Damage when hit (Melee): 9 physical Changes stats: +5 Str Changes resistances: +3% temporal / +3% fire / +9% nature / +25% mind Physical save: +45 (+13 eff.) Spell save: +9 (+2 eff.) Mental save: +31 (+7 eff.) Poison immunity: +5% Confusion immunity: +45% 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 298.6 Physical damage. If the attack hits, the target is confused (44% 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. |
Xeroriama the Infernobearer (0 def, 5 armour) Xeroriama the Infernobearer (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Physical power: +4 (+1 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 fire Changes stats: +22 Str / +9 Dex / +8 Con Changes resistances: +2% physical Changes damage: +3% fire Critical mult.: +6.00% Physical save: +15 (+5 eff.) Mental save: +15 (+4 eff.) Life regen: +0.20 Maximum stamina: +5.00 It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Zerygund the Airshear (0 def, 5 armour) Zerygund the Airshear (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 lightning / 8 fire / 8 mind Changes stats: +5 Str / +15 Con Changes resistances: +14% nature Changes resistances penetration: +20% lightning Spell save: +10 (+2 eff.) Maximum life: +98.00 Maximum hate: +2.00 Mindpower: +2 (+0 eff.) Healing mod.: +22% A cap made of leather. |
rough leather cap of the depths (0 def, 1 armour) =water= rough leather cap of the depths (0 def, 1 armour) =water=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% cold Allows you to breathe in: water A cap made of leather. |
Crystalline Voratun plate armour (18.7 def, 32.3 armour) Crystalline Voratun plate armour (18.7 def, 32.3 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 It is part of a set of items. When wielded/worn: Armour: +32 Defense: +19 (+5 eff.) Fatigue: +26% Changes stats: +8 Mag / +8 Con / +12 Lck Changes resistances: +35% arcane / +15% physical Physical save: +25 (+8 eff.) Spell save: +35 (+9 eff.) Poison immunity: +60% Disease immunity: +60% A suit of armour made of metal plates. Transformed with the power of the Spellblaze. |
The Black Plate (25 def, 35 armour) The Black Plate (25 def, 35 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +35 Defense: +25 (+7 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Infernal combat +0.20 Corruption / Oppression +0.20 Corruption / Wrath Physical save: +15 (+5 eff.) Spell save: +25 (+6 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. It can be used to activate talent Link of Pain (costing 15 power out of 15/15) : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Is: a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 70% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" |
agate agate0.00 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. |
126 alchemist agate 126 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Arcquench (dig speed 23 turns) =4 str= Arcquench (dig speed 23 turns) =4 str=Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical power: +3 (+1 eff.) Fatigue: -6% Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 4 mind Changes stats: +4 Str / +3 Dex Changes resistances: +11% nature / +6% lightning Changes resistances penetration: +15% mind Changes damage: +7% nature Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Noonspawner (dig speed 5 turns) Noonspawner (dig speed 5 turns)Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to blind Changes stats: +3 Str Changes resistances: +9% mind / +6% light Changes resistances penetration: +10% physical Changes damage: +12% fire / +11% mind / +6% light Physical save: +12 (+4 eff.) Spell save: +12 (+3 eff.) Mental save: +18 (+4 eff.) Maximum life: +90.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Faledoneg the Dazzlequarry Faledoneg the DazzlequarryPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% lightning / +9% fire / +5% darkness / +6% temporal Changes damage: +14% light Damage affinity(heal): +5% light Light radius: +5 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 107.92 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 17 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Ruby Eye Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 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. |
4 bloodstone 4 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal 3 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) Rod of Recall (1/1)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. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)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 1105.62 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. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Lightbringer's Wand Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+4 eff.) Light radius: +2 It can be used to summon a shining orb, costing 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
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. |
diamond diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 moonstone 3 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 pearl 4 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Porkyslaps the Ogre Arcane Blade level 36
29th Haze 123rd year of Ascendancy at 17:09 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Porkyslaps the Ogre Arcane Blade level 47
62nd Dusk 124th year of Ascendancy at 23:05 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Porkyslaps the Ogre Arcane Blade level 34
49th Dusk 123rd year of Ascendancy at 22:06 see stats
Anti-Antimagic! (Insane (Roguelike) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Porkyslaps the Ogre Arcane Blade level 43
33rd Pyre 124th year of Ascendancy at 13:53 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Porkyslaps the Ogre Arcane Blade level 41
57th Haze 123rd year of Ascendancy at 02:10 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Porkyslaps the Ogre Arcane Blade level 47
63rd Dusk 124th year of Ascendancy at 13:46 see stats
Atamathoned! (Insane (Roguelike) difficulty)
Killed the giant golem Atamathon after foolishly reactivating it.By Porkyslaps the Ogre Arcane Blade level 50
39th Pyre 125th year of Ascendancy at 23:44 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Porkyslaps the Ogre Arcane Blade level 46
53rd Dusk 124th year of Ascendancy at 22:06 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Porkyslaps the Ogre Arcane Blade level 39
50th Haze 123rd year of Ascendancy at 01:55 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Porkyslaps the Ogre Arcane Blade level 19
72nd Haze 122nd year of Ascendancy at 03:39 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Porkyslaps the Ogre Arcane Blade level 13
8th Haze 122nd year of Ascendancy at 17:36 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Porkyslaps the Ogre Arcane Blade level 38
45th Haze 123rd year of Ascendancy at 18:37 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Porkyslaps the Ogre Arcane Blade level 39
48th Haze 123rd year of Ascendancy at 02:16 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Porkyslaps the Ogre Arcane Blade level 50
29th Regrowth 125th year of Ascendancy at 20:34 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By Porkyslaps the Ogre Arcane Blade level 50
22nd Pyre 125th year of Ascendancy at 23:40 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Porkyslaps the Ogre Arcane Blade level 22
27th Regrowth 123rd year of Ascendancy at 00:55 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Porkyslaps the Ogre Arcane Blade level 27
42nd Pyre 123rd year of Ascendancy at 17:20 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Porkyslaps the Ogre Arcane Blade level 23
45th Regrowth 123rd year of Ascendancy at 14:04 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Porkyslaps the Ogre Arcane Blade level 50
15th Pyre 125th year of Ascendancy at 23:47 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Porkyslaps the Ogre Arcane Blade level 24
4th Pyre 123rd year of Ascendancy at 09:08 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Porkyslaps the Ogre Arcane Blade level 48
65th Dusk 124th year of Ascendancy at 18:09 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Porkyslaps the Ogre Arcane Blade level 10
62nd Dusk 122nd year of Ascendancy at 16:58 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Porkyslaps the Ogre Arcane Blade level 20
73rd Haze 122nd year of Ascendancy at 17:47 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Porkyslaps the Ogre Arcane Blade level 30
1st Mirth 123rd year of Ascendancy at 00:44 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Porkyslaps the Ogre Arcane Blade level 40
51st Haze 123rd year of Ascendancy at 20:50 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Porkyslaps the Ogre Arcane Blade level 50
21st Haze 124th year of Ascendancy at 16:20 see stats
Merry wintertide! (Insane (Roguelike) difficulty)
Finish the Santascape event and free the little helper elves.By Porkyslaps the Ogre Arcane Blade level 23
39th Regrowth 123rd year of Ascendancy at 22:44 see stats
Oozemancer (Insane (Roguelike) difficulty)
Destroyed the corrupted oozemancer.By Porkyslaps the Ogre Arcane Blade level 50
3rd Decay 124th year of Ascendancy at 19:27 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Porkyslaps the Ogre Arcane Blade level 50
68th Regrowth 125th year of Ascendancy at 02:39 see stats
Overpowered! (Insane (Roguelike) difficulty)
Did over 6000 damage in one attack.By Porkyslaps the Ogre Arcane Blade level 50
39th Pyre 125th year of Ascendancy at 22:22 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Porkyslaps the Ogre Arcane Blade level 50
22nd Haze 124th year of Ascendancy at 01:31 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Porkyslaps the Ogre Arcane Blade level 15
30th Haze 122nd year of Ascendancy at 18:54 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Porkyslaps the Ogre Arcane Blade level 37
42nd Haze 123rd year of Ascendancy at 10:33 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Porkyslaps the Ogre Arcane Blade level 36
13rd Haze 123rd year of Ascendancy at 13:02 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Porkyslaps the Ogre Arcane Blade level 38
46th Haze 123rd year of Ascendancy at 00:00 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Porkyslaps the Ogre Arcane Blade level 50
22nd Pyre 125th year of Ascendancy at 23:38 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Porkyslaps the Ogre Arcane Blade level 7
7th Flare 122nd year of Ascendancy at 02:25 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Porkyslaps the Ogre Arcane Blade level 50
33rd Regrowth 125th year of Ascendancy at 16:03 see stats
The Sun Still Shines (Insane (Roguelike) difficulty)
Aeryn survived the last battle.By Porkyslaps the Ogre Arcane Blade level 50
22nd Pyre 125th year of Ascendancy at 23:40 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Porkyslaps the Ogre Arcane Blade level 38
45th Haze 123rd year of Ascendancy at 08:09 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Porkyslaps the Ogre Arcane Blade level 7
4th Flare 122nd year of Ascendancy at 10:18 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Porkyslaps the Ogre Arcane Blade level 42
8th Decay 123rd year of Ascendancy at 00:12 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Porkyslaps the Ogre Arcane Blade level 25
22nd Pyre 123rd year of Ascendancy at 20:02 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Porkyslaps the Ogre Arcane Blade level 17
61st Haze 122nd year of Ascendancy at 02:52 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Porkyslaps the Ogre Arcane Blade level 29
77th Pyre 123rd year of Ascendancy at 23:29 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Porkyslaps the Ogre Arcane Blade level 33
45th Dusk 123rd year of Ascendancy at 17:51 see stats
Well trained (Insane (Roguelike) difficulty)
Deal one million damage to training dummies in a single training session.By Porkyslaps the Ogre Arcane Blade level 50
33rd Haze 124th year of Ascendancy at 11:59 see stats
Log
Porkyslaps's spell attains critical power!
Training Dummy is crippled.
Porkyslaps performs a melee critical strike against Training Dummy!
Porkyslaps casts Lightning.
Porkyslaps's spell attains critical power!
Porkyslaps performs a melee critical strike against Training Dummy!
Porkyslaps casts Lightning.
Porkyslaps's spell attains critical power!
Porkyslaps performs a melee critical strike against Training Dummy!
Porkyslaps performs a melee critical strike against Training Dummy!
Porkyslaps performs a melee critical strike against Training Dummy!
Training Dummy is dazed!
Porkyslaps hits Training Dummy for 437 arcane, 122 lightning, 196 fire, , , 72 arcane, 5555 lightning, 1393 lightning, 51 physical, 122 lightning, 196 fire, , , 72 arcane, 327 physical, 26 arcane, 41 lightning, 65 fire, , , 24 arcane, 1344 lightning, 1298 arcane, 122 lightning, 196 fire, , , 72 arcane, 141 physical, 122 lightning, 196 fire, , , 72 arcane, 4927 lightning, 1125 arcane, 464 lightning, 474 arcane, 122 lightning, 196 fire, , , 72 arcane, 3272 lightning, 55 physical, 122 lightning, 196 fire, , , 72 arcane, 4130 lightning, 1125 arcane, 309 physical, 26 arcane, 41 lightning, 65 fire, , , 24 arcane, 482 arcane, 122 lightning, 196 fire, , , 72 arcane, 1393 lightning, 56 physical, 122 lightning, 196 fire, , , 72 arcane, 1125 arcane (32912 total damage).
Training Dummy is not dazed anymore.
Arcane Vortex from Porkyslaps hits Training Dummy for 106 arcane damage.
Porkyslaps deactivates Shielding.
Porkyslaps deactivates Defensive Posture.
Porkyslaps deactivates Inner Power.
Porkyslaps seems less dangerous.
Porkyslaps deactivates Feather Wind.
Porkyslaps deactivates Arcane Feed.
Porkyslaps deactivates Shock Hands.
Porkyslaps deactivates Fiery Hands.
Porkyslaps deactivates Arcane Shield.
Porkyslaps deactivates Arcane Combat.
Porkyslaps deactivates Precise Strikes.
Porkyslaps deactivates Stone Skin.
Porkyslaps slows down.
Porkyslaps aims less carefully.
