Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.3 |
Addons | Items Vault 1.2.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Shalore |
Class | Marauder |
Level / Exp | 50 / 2481% |
Size | big |
Lifes / Deaths | Killed by Argoniel at level 50 on the 30th Dusk 124th year of Ascendancy at 14:47 / 1 |
Primary Stats
Strength | 103 (base 60) |
Dexterity | 108 (base 64) |
Constitution | 58 (base 31) |
Magic | 21 (base 8) |
Willpower | 80 (base 36) |
Cunning | 62 (base 22) |
Resources
Life | 1176/1176 |
Stamina | 352/352 |
Equilibrium | 20 |
Healing Factor | 1.59 |
Regeneration | 17.569500000005 |
Speed
Mental | +30% |
Attack | +30% |
Movement | +22% |
Spell | +30% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 15 |
See Invisible | 9 |
Offense: Mainhand
Damage | 177 |
Accuracy | 87 |
Crit Chance | 153% |
APR | 98 |
Speed | 0.77 |
Offense: Offhand
Damage | 135 |
Accuracy | 87 |
Crit Chance | 153% |
APR | 98 |
Speed | 0.77 |
Offense: Spell
Spellpower | 42.333333333333 |
Crit Chance | 61% |
Speed | 0.76923076923077 |
Offense: Mind
Mindpower | 51.933333333333 |
Crit Chance | 55% |
Speed | 0.76923076923077 |
Offense: Damage Bonus
All | +15% |
Offense: Damage Penetration
All | +12% |
Defense: Base
Armour (hardiness) | 31 (38.356545961003%) |
Defense | 62.440676029707 |
Ranged Defense | 62.440676029707 |
Fatigue | 11.023130715438 |
Physical Save | 70.4625 |
Spell Save | 50.283333333333 |
Mental Save | 70.05 |
Defense: Resistances
All | + 7%( 70%) |
Defense: Immunities
Disarm Resistance | 100% |
Bleed Resistance | 80% |
Confusion Resistance | 100% |
Pinning Resistance | 100% |
Stun Resistance | 100% |
Poison Resistance | 27% |
Knockback Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1054% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1054% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 631 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 22 for 13 turns. While Heroism is active, you will only die when reaching -1110 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 Strength stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Bloodthirst | 1.10 |
| 5/5 |
| 2/5 |
| 4/5 |
| 5/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 3/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Technique / Battle tactics | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Dual weapons | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Dirty fighting | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Generic Talents
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.70 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 5/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Field control | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Technique / Thuggery | 1.70 |
| 1/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Precision |
talent | Precise Strikes |
talent | Secrets of the Eternals |
talent | Elemental Harmony |
talent | Chant of Fortress |
talent | Total Thuggery |
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 |
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 regenade 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 failed to protect the injured seer from death by Layogamina the slimy ooze. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You abandoned injured seer to death. Escort: injured seer (level 7 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Scintillating Caves. Escort: lost anorithil (level 3 of Scintillating Caves)As a reward you improved Cunning by +2. | done |
You failed to protect the lost anorithil from death by skeleton archer. Escort: lost anorithil (level 6 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by void shard. Escort: lost sun paladin (level 1 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost warrior from death by giant lightning ant. Escort: lost warrior (level 3 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You failed to protect the worried loremaster from death by Forest Troll Hedge-Wizard. Escort: worried loremaster (level 8 of Dreadfell) | failed |
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 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 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: 1042. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
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 within11 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * 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 | No Mercy (0 def, 15 armour) No Mercy (0 def, 15 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: +4% Changes stats: +10 Str / +10 Con Changes resistances: +13% lightning / +10% temporal / +6% fire Changes resistances penetration: +15% physical Changes damage: +22% physical Physical save: +14 Spell save: +15 Mental save: +29 Maximum stamina: +10.00 Maximum hate: +4.00 Mental crit. chance: +2% Infravision radius: +3 Size category: +1 Activating this item is instant. It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 5.2 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 7 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This item has been sent to the Item's Vault. |
Quiver | pouch of steel shots 'Voidwinnow' (20/20, 31.5-37.8 power, 5 apr) pouch of steel shots 'Voidwinnow' (20/20, 31.5-37.8 power, 5 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 2 Base power: 31.5 - 37.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +14.5% Capacity: 20 On weapon hit: * 40% chance to inflict damage reduction On weapon crit: * cripple the target Travel speed: +200% Burst (radius 1) on hit: +8 darkness Shots are used with slings to pummel your foes to death. |
Light source | No Mercy No MercyRequires: - Level 35 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: +13 Physical crit. chance: +12.0% Physical power: +18 Effects on melee hit: * Slows global speed by 30% Changes stats: +21 Wil Changes resistances: +6% temporal / +3% nature / +5% arcane Changes resistances penetration: +5% temporal / +12% all Changes damage: +15% mind Critical mult.: +40.00% Light radius: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. This item has been sent to the Item's Vault. |
On head | No Mercy (12 def, 5 armour) No Mercy (12 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +10 Armour: +5 Defense: +12 Fatigue: +5% Effects on melee hit: * 15% chance to inflict damage reduction Effects when hit in melee: * 20% chance to gain 10% of a turn Changes stats: +6 Str / +10 Dex / +10 Wil / +10 Cun / +6 Con Changes resistances: +15% blight / +5% arcane Changes resistances penetration: +5% light / +5% darkness Changes damage: +3% darkness / +12% arcane / +9% light Physical save: +12 Mental save: +23 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. This item has been sent to the Item's Vault. |
On hands | No Mercy (0 def, 3 armour) No Mercy (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +19.0% Armour: +3 Damage (Melee): 15 blight Changes stats: +3 Str / +6 Con Changes resistances: +10% blight Changes damage: +11% blight Critical mult.: +14.00% Physical save: +30 Spell save: +8 Mental save: +10 Life regen: +3.80 Stamina each turn: +1.30 Psi each turn: +0.39 Spell crit. chance: +20% Mental crit. chance: +20% See invisible: +9 When used to modify unarmed attacks: Base power: 37.5 - 52.5 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +24.0% Attack speed: 83% When this weapon hits: Soul Rot (20% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Second Wind (10% chance level 1). When this weapon crits: Cripple (20% chance level 5). Damage (Melee): +16 light / +28 physical Burst (radius 1) on hit: +12 acid Burst (radius 2) on crit: +15 blight It can be used to activate talent Juggernaut, 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 Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides 15% chances to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. This item has been sent to the Item's Vault. |
Tool | No Mercy (dig speed 3 turns) No Mercy (dig speed 3 turns)Requires: - Level 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +9 Armour penetration: +8 Physical power: +8 Effects on melee hit: * 35% chance to disease Damage when hit (Melee): 12 fire Changes stats: +6 Cun / +3 Str Changes resistances: +3% lightning Changes resistances penetration: +5% fire / +50% physical Changes damage: +12% lightning Critical mult.: +20.00% Infravision radius: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. This item has been sent to the Item's Vault. |
On fingers | No Mercy No MercyRequires: - Level 35 Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +30 Armour penetration: +10 Defense: +30 Damage when hit (Melee): 4 lightning / 8 blight Changes stats: +2 Wil Changes resistances penetration: +5% physical Critical mult.: +6.00% Maximum encumbrance: +20 Mental save: +15 Disarm immunity: +50% Confusion immunity: +49% Pinning immunity: +50% Knockback immunity: +50% Maximum life: +50.00 Spell crit. chance: +2% Movement speed: +22% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.9 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 37% for 5 turns. Rings can have magical properties. This item has been sent to the Item's Vault. |
On fingers | No Mercy No MercyRequires: - Level 35 Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +6 Physical crit. chance: +4.0% Physical power: +23 Fatigue: -4% Changes resistances: +53% nature / +14% blight Changes damage: +15% physical / +20% nature / +8% all Poison immunity: +27% Disease immunity: +23% Disarm immunity: +50% Pinning immunity: +41% Knockback immunity: +50% Maximum life: +50.00 Spellpower: +20 Mindpower: +15 Rings can have magical properties. This item has been sent to the Item's Vault. |
Around neck | No Mercy No MercyRequires: - Level 35 Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +10 Changes stats: +1 Wil Changes resistances: +30% temporal Changes resistances penetration: +10% physical Changes damage: +13% physical Talent masteries: +0.40 Technique / Thuggery +0.40 Technique / Combat training Reduces incoming crit damage: 17.00% Cut immunity: +80% Pinning immunity: +46% Knockback immunity: +50% Maximum stamina: +10.00 Combat speed: +10% Healing mod.: +32% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 282 life. The life healed will increase with your Mindpower. Amulets can have magical properties. This item has been sent to the Item's Vault. |
In main hand | Mercy (35-45.5 power, 9 apr) Mercy (35-45.5 power, 9 apr)Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 55% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals physical damage equal to 3% of the target's missing health When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. This item has been sent to the Item's Vault. |
Around waist | No Mercy No MercyRequires: - Level 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 Damage when hit (Melee): 4 blight Changes stats: +6 Dex / +2 Wil / +6 Cun / +10 Lck Changes resistances penetration: +10% arcane / +18% physical Changes damage: +16% physical Critical mult.: +29.00% Trap disarming bonus: +23 Stealth bonus: +15 Spell save: +29 Mental save: +15 Spellpower: +16 Infravision radius: +6 A belt that goes around your waist. This item has been sent to the Item's Vault. |
In off hand | Mercy (35-45.5 power, 9 apr) Mercy (35-45.5 power, 9 apr)Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 55% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals physical damage equal to 3% of the target's missing health When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. This item has been sent to the Item's Vault. |
Cloak | No Mercy (3 def, 0 armour) No Mercy (3 def, 0 armour)Requires: - Level 35 Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +13 Armour penetration: +15 Physical power: +4 Defense: +3 Changes stats: +4 Cun / +2 Dex Changes resistances: +23% darkness Changes resistances penetration: +20% darkness / +9% arcane Changes damage: +9% physical / +17% darkness / +15% arcane Critical mult.: +58.00% Stealth bonus: +33 Physical save: +21 Stamina each turn: +0.60 Maximum mana: +91.00 Spellpower: +10 Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This item has been sent to the Item's Vault. |
Main armor | No Mercy (5 def, 8 armour) No Mercy (5 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 Fatigue: +8% Effects on melee hit: * 15% chance to corrode armor Damage when hit (Melee): 4 acid Changes resistances: +9% mind / +10% physical / +5% arcane / +6% cold Physical save: +25 Confusion immunity: +20% Life regen: +4.00 Maximum life: +100.00 Combat speed: +30% Casting speed: +30% Mental speed: +30% Healing mod.: +27% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% A suit of armour made of leather. This item has been sent to the Item's Vault. |
Inventory
wild infusion of the titan (resist 16%; cure physical) wild infusion of the titan (resist 16%; cure physical)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 Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 16% for 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
shielding rune (absorb 410 for 7 turns) shielding rune (absorb 410 for 7 turns)Requires: - Level 15 Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 410 damage for 7 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. This item has been sent to the Item's Vault. |
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. |
Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con It can be used to activate talent Juggernaut (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides 11% chances to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Tolahell the Raventaint Tolahell the RaventaintPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +5 Armour penetration: +4 Physical crit. chance: +4.0% Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 8 darkness Changes stats: +2 Wil / +1 Mag Changes damage: +9% darkness Critical mult.: +11.00% Mental save: +7 Confusion immunity: +12% Mana each turn: +0.19 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +21.00 Mindpower: +5 Amulets can have magical properties. |
Unflinching Eye Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 It can be used to activate talent Arcane Eye (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
clarifying steel amulet clarifying steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% mind Confusion immunity: +20% Amulets can have magical properties. |
clarifying steel amulet of cunning (+3) clarifying steel amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun Changes resistances: +10% mind Confusion immunity: +23% Amulets can have magical properties. |
gold amulet 'Torchobsidian' gold amulet 'Torchobsidian'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +6% blight Changes resistances penetration: +10% blight / +10% fire Changes damage: +3% fire Talent masteries: +0.28 Technique / Bloodthirst +0.28 Cunning / Dirty fighting Amulets can have magical properties. |
mindweaver's gold amulet of cunning (+4) mindweaver's gold amulet of cunning (+4)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Cun / +3 Wil Mental save: +7 Confusion immunity: +15% Mindpower: +10 Amulets can have magical properties. |
starlit steel amulet of magic (+3) starlit steel amulet of magic (+3)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +10% light / +10% darkness Blindness immunity: +22% Amulets can have magical properties. |
steel amulet 'Silyganor' steel amulet 'Silyganor'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str / +3 Wil / +1 Con Light radius: +1 Amulets can have magical properties. |
steel amulet of strength (+3) steel amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str 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. |
Demonwreath DemonwreathCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Stun/Freeze immunity: +26% Life regen: +1.20 Vim when firing critical spell: +1.00 Spellpower: +8 Rings can have magical properties. |
Islevea the Flamehue Islevea the FlamehueInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 8 fire Changes stats: +6 Str / +6 Con Changes resistances: +9% fire Changes damage: +3% nature / +6% fire Life regen: +1.70 Maximum life: +113.00 Healing mod.: +38% Rings can have magical properties. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
gold ring 'Aronor' gold ring 'Aronor'Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +4 Physical power: +10 Defense: +40 Changes stats: +10 Cun Changes resistances: +3% temporal Changes resistances penetration: +10% physical Changes damage: +6% all Maximum encumbrance: +10 Spell save: +20 Maximum stamina: +10.00 Spellpower: +10 Mindpower: +12 Rings can have magical properties. |
rogue's steel ring of fire (+22%) rogue's steel ring of fire (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 Changes stats: +4 Cun Changes resistances: +22% fire Changes damage: +11% fire Rings can have magical properties. |
Korechik (26-33.8 power, 7 apr) Korechik (26-33.8 power, 7 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 Base power: 26.0 - 33.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 10% chance to daze Burst (radius 2) on crit: +11 ice When wielded/worn: Armour: +6 Damage when hit (Melee): 20 blight Changes stats: +2 Str / +2 Dex / +3 Mag / +2 Wil / +3 Cun / +2 Con Changes resistances: +6% blight Changes resistances penetration: +7% lightning / +7% cold Changes damage: +9% blight Sharp, short and deadly. |
Neruldassra the steel dagger (12-15.6 power, 6 apr) Neruldassra the steel dagger (12-15.6 power, 6 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +7 Defense: +6 Effects on melee hit: * Slows global speed by 15% Changes stats: +2 Cun Sharp, short and deadly. |
Plagueblood (11.5-14.95 power, 6 apr) Plagueblood (11.5-14.95 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 6% chance to disease Damage (Melee): +7 blight Burst (radius 1) on hit: +4 nature When wielded/worn: Damage when hit (Melee): 12 nature Changes resistances: +3% nature Changes damage: +3% lightning Sharp, short and deadly. |
caustic dwarven-steel dagger (21.5-27.95 power, 7 apr) caustic dwarven-steel dagger (21.5-27.95 power, 7 apr)Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 21.5 - 27.9 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 8% chance to corrode armor When wielded/worn: Changes resistances penetration: +5% acid Life regen: +1.00 Sharp, short and deadly. |
chilling voratun dagger of massacre (45-58.5 power, 9 apr) chilling voratun dagger of massacre (45-58.5 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 45.0 - 58.5 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +4 cold Sharp, short and deadly. |
iron dagger (10-13 power, 5 apr) iron dagger (10-13 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
iron dagger (10-13 power, 5 apr) iron dagger (10-13 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
Awakened Staff of Absorption (60-72 power, 60 apr, physical element) Awakened Staff of Absorption (60-72 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. Base power: 60.0 - 72.0 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 Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb energies, costing 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Isomina the Sewerwaker (11-15.4 power, 2 apr) Isomina the Sewerwaker (11-15.4 power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +6 acid / +4 nature When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 light Changes damage: +6% nature One-handed war axes. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
rough leather belt 'Tulirion' rough leather belt 'Tulirion'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 Changes stats: +2 Str Changes damage: +3% temporal Grants telepathy: Humanoid/Orc Stealth bonus: +6 A belt that goes around your waist. |
Rotwill (2 def, 0 armour) Rotwill (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Fatigue: -4% Changes stats: +2 Str / +4 Dex / +3 Cun Changes damage: +3% nature Stamina each turn: +0.20 Maximum life: +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Burnkiller' (2 def, 0 armour) cashmere cloak 'Burnkiller' (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 Defense: +2 Fatigue: -5% Changes resistances penetration: +21% arcane / +10% fire Changes damage: +17% arcane Critical mult.: +29.00% Mental save: +20 Hate when firing a critical mind attack: +4.00 Maximum mana: +89.00 Spellpower: +11 Spell crit. chance: +10% Heals friendly targets nearby when you use a nature summon: +10 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Cracklesmasher' (1 def, 0 armour) linen cloak 'Cracklesmasher' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 Armour penetration: +4 Defense: +1 Changes stats: +2 Cun / +2 Dex Changes resistances penetration: +10% lightning / +5% fire Changes damage: +6% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Duathellady (2 def, 0 armour) Duathellady (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Changes stats: +5 Str / +4 Mag / +6 Wil Changes resistances: +9% lightning / +5% cold Changes damage: +5% lightning / +6% physical / +18% darkness / +5% cold / +6% mind Mental save: +39 Mindpower: +7 Mental crit. chance: +7% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Calm (15 def, 0 armour) The Calm (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning Changes resistances penetration: +15% lightning Changes damage: +25% lightning Spellpower: +20 Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
pair of hardened leather boots 'Bethadawe' (0 def, 8 armour) pair of hardened leather boots 'Bethadawe' (0 def, 8 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Fatigue: +3% Changes stats: +1 Wil Changes resistances: +8% acid / +8% fire / +7% lightning / +7% cold Changes resistances penetration: +5% physical Physical save: +25 Spell save: +8 Mental save: +14 Silence immunity: +30% Confusion immunity: +28% Stun/Freeze immunity: +31% Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +3.00 A pair of boots made of leather. |
undeterred pair of hardened leather boots (0 def, 3 armour) undeterred pair of hardened leather boots (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Silence immunity: +31% Confusion immunity: +32% Stun/Freeze immunity: +29% A pair of boots made of leather. |
Erelytir the dwarven-steel gauntlets (0 def, 2 armour) Erelytir the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 11 light Changes stats: +2 Str Changes resistances: +9% light Changes damage: +5% light Spell save: +25 Spellpower: +2 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% When used to modify unarmed attacks: Base power: 20.0 - 28.0 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 83% On weapon hit: * 11% chance to blind Metal gloves protecting the hands up to the middle of the lower arm. |
Hanaromihad the rough leather gloves (0 def, 1 armour) Hanaromihad the rough leather gloves (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 blight Changes stats: +2 Dex Changes resistances: +6% blight Changes damage: +4% blight When used to modify unarmed attacks: Base power: 8.0 - 8.8 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Soul Rot (20% chance level 1). Damage (Melee): +8 temporal Burst (radius 2) on crit: +5 blight Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 Spell save: +15 Mindpower: +12 Mental crit. chance: +5% Light radius: +1 When used to modify unarmed attacks: Base power: 34.0 - 47.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Armour Penetration: +18 Physical crit. chance: +12.0% Attack speed: 83% When this weapon hits: Destroy Magic (100% chance level 5). When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Aura of Silence (10% chance level 1). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence It can be used to destroy magic in a radius 5 cone, costing 100 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. You feel proud of having fulfilled this ancient duty. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour) Stone Gauntlets of Harkor'Zun (0 def, 7 armour)Requires: - Talent Armour Training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) When used to modify unarmed attacks: Base power: 27.0 - 37.8 Uses stats: 60% Str, 30% Cun, 30% Dex Damage type: Physical Armour Penetration: +15 Physical crit. chance: +5.0% Attack speed: 83% When this weapon hits: Corrosive Mist (10% chance level 1). When this weapon hits: Earthen Missiles (20% chance level 3). Damage (Melee): +10 acid Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
blighted iron gauntlets of strength (+3) (0 def, 1 armour) blighted iron gauntlets of strength (+3) (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 Armour: +1 Damage (Melee): 6 blight Changes stats: +3 Str Changes resistances: +5% blight Changes damage: +4% blight When used to modify unarmed attacks: Base power: 14.5 - 20.3 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 83% When this weapon hits: Soul Rot (20% chance level 1). Burst (radius 2) on crit: +6 blight Metal gloves protecting the hands up to the middle of the lower arm. |
AND A MERCIFUL HAT (8 def, 14 armour) AND A MERCIFUL HAT (8 def, 14 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +14 Defense: +8 Fatigue: +5% Changes stats: +6 Str / +10 Wil / +6 Con Changes resistances: +30% blight / +15% nature / +6% all Critical mult.: +25.00% Physical save: +27 Mental save: +30 Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +20.00 Spell crit. chance: +2% 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. This item has been sent to the Item's Vault. |
Camorab the rough leather cap (0 def, 1 armour) Camorab the rough leather cap (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +11% light / +11% darkness Physical save: +6 Confusion immunity: +15% Stun/Freeze immunity: +15% A cap made of leather. |
Getalen the Scaldfear (0 def, 8 armour) Getalen the Scaldfear (0 def, 8 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +8 Fatigue: +4% Damage when hit (Melee): 16 fire Changes stats: +7 Str / +7 Dex Changes resistances: +7% nature / +7% blight Changes resistances penetration: +15% nature / +5% fire Infravision radius: +3 Skullcracker multiplicator: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 30 power out of 30/30) : 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 40.28 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 Skullcracker multiplicator: +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
bladed iron helm of trickery (0 def, 3 armour) bladed iron helm of trickery (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +5% Damage when hit (Melee): 6 physical Changes stats: +3 Str / +3 Dex / +2 Cun Skullcracker multiplicator: +2 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 5.1 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 1296.2 Physical damage. If the attack hits, the target is confused (45% effect) for 6 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. |
dwarven-steel helm 'Belurawe' (0 def, 4 armour) dwarven-steel helm 'Belurawe' (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +5 Armour: +4 Fatigue: +4% Damage when hit (Melee): 8 arcane / 7 physical Changes stats: +13 Str / +8 Dex / +1 Wil / +3 Con Vim when firing critical spell: +3.00 Spell crit. chance: +2% Skullcracker multiplicator: +4 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 5.1 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 1296.2 Physical damage. If the attack hits, the target is confused (45% effect) for 6 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. |
insulating rough leather cap of constitution (+4) (0 def, 1 armour) insulating rough leather cap of constitution (+4) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +4 Con Changes resistances: +6% fire / +6% cold A cap made of leather. |
iron helm (0 def, 3 armour) iron helm (0 def, 3 armour)Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Aeryruirand the drakeskin leather armour (23 def, 8 armour) Aeryruirand the drakeskin leather armour (23 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical power: +4 Armour: +8 Defense: +23 Ranged Defense: +20 Fatigue: +8% Damage (Melee): 33 acid / 38 fire / 8 lightning Damage (Ranged): 8 lightning Damage when hit (Melee): 27 acid / 28 fire / 4 arcane / 16 physical Changes stats: +2 Str Changes resistances: +54% acid / +43% fire / +27% cold / +16% lightning Physical save: +3 Maximum stamina: +15.00 A suit of armour made of leather. |
Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 Ranged Defense: +8 Fatigue: +10% Changes stats: +2 Str / +2 Con Maximum encumbrance: +20 Knockback immunity: +10% Life regen: +0.70 Stamina each turn: +0.70 Maximum life: +45.00 Maximum stamina: +43.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% A suit of armour made of leather. |
1328 alchemist agate 1328 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. |
6 onyx 6 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
11 opal 11 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
4 sapphire 4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
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: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's iron pickaxe (dig speed 27 turns) miner's iron pickaxe (dig speed 27 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 emerald 6 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
3 jade 3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
5 turquoise 5 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
Ce'Natta the dwarven lantern Ce'Natta the dwarven lanternRequires: - Level 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +25 Physical power: +2 Changes stats: +5 Str / +1 Dex / +11 Cun Changes resistances: +14% darkness / +2% physical Changes resistances penetration: +25% all Changes damage: +15% light Damage affinity(heal): +5% light Maximum life: +40.00 Light radius: +1 Infravision radius: +8 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 40.28 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. This item has been sent to the Item's Vault. |
Stormnigh StormnighInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +9% fire Changes damage: +9% lightning Physical save: +5 Light radius: +2 Healing mod.: +13% 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. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind (remove a few detrimental mental effects), costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Telos's Staff Crystal Telos's Staff CrystalRequires: - Level 35 Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% ?? Confusion immunity: +30% Fear immunity: +30% Light radius: +2 It can be used to combine with a staff, costing 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. This item has been sent to the Item's Vault. |
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. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot. |
43 alchemist bloodstone 43 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
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% 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% Gems can be sold for money or used in arcane rituals. |
5 garnet 5 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
3 ruby 3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of fire, costing 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
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, 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. |
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. |
Frozen Shards (25/25, 32-38.4 power, 15 apr) Frozen Shards (25/25, 32-38.4 power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 32.0 - 38.4 Uses stats: 50% Cun, 70% Dex Damage type: Ice Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 25 On weapon hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
pouch of steel shots 'Flamehash' (58.25283459042/58, 24-28.8 power, 6 apr) pouch of steel shots 'Flamehash' (58.25283459042/58, 24-28.8 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 2 Base power: 24.0 - 28.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +4.5% Capacity: 58 Turns elapse between self-loadings: 4 On weapon crit: * wounds the target Damage (Ranged): +8 fire / +10 bleed / +7 light / +8 mind Burst (radius 1) on hit: +12 fire Damage against: +10% Undead Shots are used with slings to pummel your foes to death. |
dwarven-steel torque of clear mind 'Blazebiter' [power 2] (10 cooldown) dwarven-steel torque of clear mind 'Blazebiter' [power 2] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 3 When wielded/worn: Changes resistances: +9% mind Changes resistances penetration: +10% light Changes damage: +3% mind It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, placing all other charms into a 10 cooldown. When used: 200% chance to regenerate 5 psi. Torques are made by powerful psionics to store psionic powers. |
psionic steel torque of psychoportation [power 29] (30 cooldown) psionic steel torque of psychoportation [power 29] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to teleport randomly (rad 29), placing all other charms into a 30 cooldown. When used: 100% chance to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
quick dwarven-steel torque of mindblast [power 113] (5 cooldown) quick dwarven-steel torque of mindblast [power 113] (5 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to fire a blast of psionic energies in a beam (dam 56-113), placing all other charms into a 5 cooldown. Torques are made by powerful psionics to store psionic powers. |
6 amethyst 6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
ash wand of conjuration 'Thunderbiter' [power 259] (18 cooldown) ash wand of conjuration 'Thunderbiter' [power 259] (18 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 2 When wielded/worn: Damage when hit (Melee): 20 lightning / 8 darkness Maximum vim: +8.00 It can be used to fire a bolt of a random element (dam 130-259), placing all other charms into a 18 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
3 diamond 3 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Gems can be sold for money or used in arcane rituals. |
4 moonstone 4 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 Gems can be sold for money or used in arcane rituals. |
3 pearl 3 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Gems can be sold for money or used in arcane rituals. |
10 quartz 10 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 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% Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
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 SPARTAAA the Shalore Marauder level 36
31st Pyre 123rd year of Ascendancy at 22:06 see stats
By SPARTAAA the Shalore Marauder level 26
33rd Haze 122nd year of Ascendancy at 23:54 see stats
By SPARTAAA the Shalore Marauder level 36
13rd Pyre 123rd year of Ascendancy at 05:30 see stats
By SPARTAAA the Shalore Marauder level 40
65th Pyre 123rd year of Ascendancy at 23:36 see stats
By SPARTAAA the Shalore Marauder level 44
10th Dusk 123rd year of Ascendancy at 18:57 see stats
By SPARTAAA the Shalore Marauder level 50
38th Pyre 124th year of Ascendancy at 05:52 see stats
By SPARTAAA the Shalore Marauder level 40
41st Pyre 123rd year of Ascendancy at 07:55 see stats
By SPARTAAA the Shalore Marauder level 30
24th Regrowth 123rd year of Ascendancy at 02:23 see stats
By SPARTAAA the Shalore Marauder level 48
16th Regrowth 124th year of Ascendancy at 05:57 see stats
By SPARTAAA the Shalore Marauder level 8
5th Mirth 122nd year of Ascendancy at 12:44 see stats
By SPARTAAA the Shalore Marauder level 38
39th Pyre 123rd year of Ascendancy at 01:40 see stats
By SPARTAAA the Shalore Marauder level 49
37th Pyre 124th year of Ascendancy at 15:08 see stats
By SPARTAAA the Shalore Marauder level 50
30th Dusk 124th year of Ascendancy at 20:06 see stats
By SPARTAAA the Shalore Marauder level 24
70th Dusk 122nd year of Ascendancy at 11:20 see stats
By SPARTAAA the Shalore Marauder level 46
27th Dusk 123rd year of Ascendancy at 07:58 see stats
By SPARTAAA the Shalore Marauder level 8
5th Mirth 122nd year of Ascendancy at 12:44 see stats
By SPARTAAA the Shalore Marauder level 18
31st Dusk 122nd year of Ascendancy at 12:22 see stats
By SPARTAAA the Shalore Marauder level 50
27th Dusk 124th year of Ascendancy at 15:08 see stats
By SPARTAAA the Shalore Marauder level 26
33rd Haze 122nd year of Ascendancy at 23:10 see stats
By SPARTAAA the Shalore Marauder level 42
66th Pyre 123rd year of Ascendancy at 03:54 see stats
By SPARTAAA the Shalore Marauder level 10
2nd Summertide 122nd year of Ascendancy at 17:38 see stats
By SPARTAAA the Shalore Marauder level 20
45th Dusk 122nd year of Ascendancy at 04:49 see stats
By SPARTAAA the Shalore Marauder level 30
10th Regrowth 123rd year of Ascendancy at 00:37 see stats
By SPARTAAA the Shalore Marauder level 40
39th Pyre 123rd year of Ascendancy at 06:47 see stats
By SPARTAAA the Shalore Marauder level 50
38th Pyre 124th year of Ascendancy at 05:47 see stats
By SPARTAAA the Shalore Marauder level 50
26th Dusk 124th year of Ascendancy at 07:42 see stats
By SPARTAAA the Shalore Marauder level 40
65th Pyre 123rd year of Ascendancy at 23:42 see stats
By SPARTAAA the Shalore Marauder level 50
30th Dusk 124th year of Ascendancy at 20:06 see stats
By SPARTAAA the Shalore Marauder level 50
15th Dusk 124th year of Ascendancy at 01:13 see stats
By SPARTAAA the Shalore Marauder level 48
61st Haze 123rd year of Ascendancy at 17:01 see stats
By SPARTAAA the Shalore Marauder level 30
10th Regrowth 123rd year of Ascendancy at 12:40 see stats
By SPARTAAA the Shalore Marauder level 24
71st Dusk 122nd year of Ascendancy at 03:05 see stats
By SPARTAAA the Shalore Marauder level 39
39th Pyre 123rd year of Ascendancy at 04:06 see stats
By SPARTAAA the Shalore Marauder level 24
71st Dusk 122nd year of Ascendancy at 02:58 see stats
By SPARTAAA the Shalore Marauder level 10
2nd Summertide 122nd year of Ascendancy at 17:38 see stats
By SPARTAAA the Shalore Marauder level 26
33rd Haze 122nd year of Ascendancy at 23:54 see stats
By SPARTAAA the Shalore Marauder level 25
16th Haze 122nd year of Ascendancy at 18:42 see stats
By SPARTAAA the Shalore Marauder level 50
30th Dusk 124th year of Ascendancy at 20:06 see stats
By SPARTAAA the Shalore Marauder level 31
26th Regrowth 123rd year of Ascendancy at 03:06 see stats
By SPARTAAA the Shalore Marauder level 10
10th Flare 122nd year of Ascendancy at 12:55 see stats
By SPARTAAA the Shalore Marauder level 50
14th Dusk 124th year of Ascendancy at 07:54 see stats
By SPARTAAA the Shalore Marauder level 43
6th Mirth 123rd year of Ascendancy at 21:18 see stats
By SPARTAAA the Shalore Marauder level 25
16th Haze 122nd year of Ascendancy at 06:30 see stats
By SPARTAAA the Shalore Marauder level 30
11st Regrowth 123rd year of Ascendancy at 10:39 see stats
By SPARTAAA the Shalore Marauder level 19
34th Dusk 122nd year of Ascendancy at 10:02 see stats
By SPARTAAA the Shalore Marauder level 50
30th Dusk 124th year of Ascendancy at 14:47 see stats
By SPARTAAA the Shalore Marauder level 35
13rd Pyre 123rd year of Ascendancy at 02:23 see stats
By SPARTAAA the Shalore Marauder level 35
5th Pyre 123rd year of Ascendancy at 22:40 see stats
Log
You gain 4.30 gold from the transmogrification of sentry's pouch of voratun shots of amnesia (53/53, 63.5-76.2 power, 17 apr).
You gain 8.42 gold from the transmogrification of dreamer's dwarven lantern of corpselight.
You gain 4.35 gold from the transmogrification of dwarven voratun pickaxe (dig speed 19 turns).
You gain 22.45 gold from the transmogrification of Plagueobeisance (dig speed 24 turns).
You gain 6.45 gold from the transmogrification of voratun plate armour of Eyal (9 def, 16 armour).
You gain 8.94 gold from the transmogrification of troll-hide drakeskin leather armour of the deep (5 def, 14 armour).
You gain 6.60 gold from the transmogrification of mindcaging drakeskin leather cap of the depths (0 def, 5 armour).
You gain 6.81 gold from the transmogrification of dragonslayer's voratun helm of might (0 def, 5 armour).
You gain 3.33 gold from the transmogrification of clarifying elven-silk wizard hat of frost (+30%) (3 def, 0 armour).
You gain 11.28 gold from the transmogrification of alchemist's voratun gauntlets of the starseeker (0 def, 3 armour).
You gain 20.83 gold from the transmogrification of wanderer's pair of voratun boots of void walking (0 def, 5 armour).
You gain 3.75 gold from the transmogrification of pair of voratun boots of rushing (0 def, 5 armour).
You gain 10.11 gold from the transmogrification of blood-soaked pair of voratun boots of tirelessness (0 def, 5 armour).
You gain 7.43 gold from the transmogrification of stargazer's elven-silk robe of power (5 def, 0 armour).
You gain 2.14 gold from the transmogrification of enveloping elven-silk cloak of protection (18 def, 0 armour).
You gain 12.32 gold from the transmogrification of thunderous voratun waraxe of crippling (40-56 power, 6 apr).
You gain 19.91 gold from the transmogrification of void walker's dragonbone starstaff of breaching (30-36 power, 6 apr, light element).
You gain 10.67 gold from the transmogrification of greater dragonbone magestaff of fate (30-36 power, 6 apr, fire element).
You gain 9.65 gold from the transmogrification of cruel dragonbone vilestaff of breaching (30-36 power, 6 apr, blight element).
You gain 20.90 gold from the transmogrification of Mayariada the Venomcut (42-50.4 power, 6 apr, fire element).
You gain 10.45 gold from the transmogrification of penetrating drakeskin leather sling of true flight.
You gain 8.30 gold from the transmogrification of elemental voratun mace of projection (44.5-62.3 power, 6 apr).
You gain 5.95 gold from the transmogrification of voratun greatmaul of shearing (67.5-101.25 power, 4 apr).
You gain 10.29 gold from the transmogrification of inquisitor's voratun greatmaul of ruin (66.5-99.75 power, 4 apr).
You gain 11.63 gold from the transmogrification of plaguebringer's voratun dagger of evisceration (38.5-50.05 power, 9 apr).
You gain 12.95 gold from the transmogrification of Issadusin (39.5-51.35 power, 9 apr).
You gain 1.87 gold from the transmogrification of vision rune (radius 13; dur 29; see dragon).
You gain 0.63 gold from the transmogrification of teleportation rune (range 87).
You gain 2.38 gold from the transmogrification of shielding rune (absorb 462 for 8 turns).
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