Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
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. Items Vault 1.4.8Donators/Buyers bonus! Select your Escorts 1.4.8Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.4.0Official 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! Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Plenum Tooltip: Enhanced tooltips v 2.6a for ToME 1.4.8 1.4.8Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Talent Point Planner 1.3.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Myth's Tactical Borders 1.3.1This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Dwarf |
Class | Stone Warden |
Level / Exp | 50 / 2364% |
Size | medium |
Lifes / Deaths | Killed by Saloldata the water imp at level 18 on the 19th Wealth 122nd year of Ascendancy at 21:15 5 / 2Killed by skeleton mage at level 22 on the 26th Shortage 122nd year of Ascendancy at 08:08 |
Primary Stats
Strength | 111 (base 61) |
Dexterity | 28 (base 9) |
Constitution | 62 (base 13) |
Magic | 107 (base 60) |
Willpower | 131 (base 44) |
Cunning | 101 (base 45) |
Resources
Life | 1914/1914 |
Mana | 1104/1104 |
Equilibrium | 45 |
Positive | 0/177 |
Healing Factor | 1.58 |
Regeneration | 0.395 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -50% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 24 |
Infravision | 15 |
See Invisible | 10 |
Offense: Mainhand
Damage | 215 |
Accuracy | 71 |
Crit Chance | 147% |
APR | 13 |
Speed | 1.00 |
Offense: Offhand
Damage | 91 |
Accuracy | 71 |
Crit Chance | 147% |
APR | 13 |
Speed | 1.00 |
Offense: Spell
Spellpower | 61 |
Crit Chance | 100% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 70 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
All | +24% |
Offense: Damage Penetration
All | +10% |
Defense: Base
Armour (hardiness) | 267.73261564559 (100%) |
Defense | 0 |
Ranged Defense | 63 |
Fatigue | 251 |
Physical Save | 109 |
Spell Save | 89 |
Mental Save | 96 |
Defense: Resistances
All | + 26%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 35% |
Disarm Resistance | 100% |
Knockback Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random magical or physical effect and reduce all damage taken by 26% 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: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 300 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 862% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 774% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 21 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 23 for 11 turns. While Heroism is active, you will only die when reaching -1115 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
Wild-gift / Dwarven nature | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 4/5 |
Spell / Earth | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Spell / Eldritch shield | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Wild-gift / Earthen vines | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Spell / Stone | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Wild-gift / Call of the wild | 1.20 |
| 2/5 |
| 5/5 |
| 2/5 |
| 4/5 |
Race / Dwarf | 1.00 |
| 4/5 |
| 3/5 |
| 5/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Stone Vines |
talent | Crystalline Focus |
talent | Eldritch Infusion |
talent | Chant of Fortitude |
talent | Shards |
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 kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Dreadfell. Escort: lost anorithil (level 4 of Dreadfell)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the repented thief from death by Silalralle the black bear. Escort: repented thief (level 1 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved talent Foresight (+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 |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2061. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. Agrimley the hermit has completed an elixir of explosive force 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to 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 | pair of dwarven-steel boots 'Mucusborn' (0 def, 4 armour) =40% Slow-OnHit= pair of dwarven-steel boots 'Mucusborn' (0 def, 4 armour) =40% Slow-OnHit=Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * Slows global speed by 40% Changes stats: +4 Cun / +4 Con Changes resistances: +3% nature Physical save: +18 (+3 eff.) Mental save: +19 (+3 eff.) Mana each turn: +0.16 Damage Shield penetration: +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 | Unlight UnlightInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Physical power: +10 (+2 eff.) Defense: +13 (+0 eff.) Fatigue: -4% Effects on melee hit: * 30% chance to daze Changes stats: +7 Wil / +11 Cun / +2 Con Changes resistances: +5% arcane Changes damage: +6% lightning Critical mult.: +20.00% Physical save: +33 (+6 eff.) Spell save: +20 (+4 eff.) Mental save: +20 (+4 eff.) Light radius: -6 Infravision radius: +9 Healing mod.: +28% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Arakira (6 def, 10 armour) =Res All= Arakira (6 def, 10 armour) =Res All=Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Defense: +6 (+0 eff.) Fatigue: +3% Changes resistances: +7% acid / +9% lightning / +10% fire / +11% cold / +4% all Changes damage: +3% arcane Critical mult.: +10.00% Physical save: +25 (+4 eff.) Spell save: +6 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +2% A cap made of leather. |
On hands | Will of Ul'Gruth (0 def, 15 armour) =Use Obliterate= Will of Ul'Gruth (0 def, 15 armour) =Use Obliterate=Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 15 power out of 25/25) : Effective talent level: 3.3 Power cost: 15 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 151% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 17. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
Tool | Kivon the voratun pickaxe (dig speed 10 turns) Kivon the voratun pickaxe (dig speed 10 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +10 (+2 eff.) Damage when hit (Melee): 8 arcane Changes stats: +11 Str / +8 Con Changes damage: +3% mind / +6% blight Critical mult.: +20.00% Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +8 Spell crit. chance: +5% Lowers spell cool-downs by: 10% Light radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Urtheziladan the Venomcast =Gloom= Urtheziladan the Venomcast =Gloom=Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 14 bleed Effects on ranged hit: * 15% chance to cause random gloom Damage (Ranged): 17 bleed Changes stats: +11 Cun / +7 Wil Changes resistances: +9% lightning / +12% fire / +6% cold / +12% physical Changes damage: +6% nature / +12% physical Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 Mindpower: +10 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
On fingers | Betobrethra the voratun ring =Armr, CRITMULT= Betobrethra the voratun ring =Armr, CRITMULT=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +20 Damage when hit (Melee): 12 arcane / 8 blight Changes stats: +10 Str / +1 Con Critical mult.: +15.00% Reduces incoming crit damage: 5.00% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
Around neck | stralite amulet 'Issenarigrim' =Misc= stralite amulet 'Issenarigrim' =Misc=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +5 Physical crit. chance: +4.0% Armour: +4 Changes stats: +3 Con Changes resistances: +3% temporal / +22% fire / +3% nature / +24% cold Critical mult.: +18.00% Blindness immunity: +19% Infravision radius: +5 Sight radius: +2 See invisible: +10 Amulets can have magical properties. |
In main hand | impervious voratun shield of crushing (12 def, 15 armour, 81.5-97.8 power, 244.5 block) impervious voratun shield of crushing (12 def, 15 armour, 81.5-97.8 power, 244.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 81.5 - 97.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +244 On weapon crit: * smash the target with your shield crippling them When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+1 eff.) Armour: +15 Defense: +12 (+0 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Changes stats: +7 Con Talent granted: +5 Block Physical save: +12 (+2 eff.) Handheld deflection devices. |
Around waist | 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. |
In off hand | Summertide (17 def, 15 armour, 52-62.4 power, 260 block) Summertide (17 def, 15 armour, 52-62.4 power, 260 block)Requires: - Willpower 28 - Strength 20 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Light Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+0 eff.) Ranged Defense: +17 (+5 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +15% darkness / +10% fire / +12% mind / +20% light Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +5 Block Mental save: +18 (+3 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+2 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 108.23 to 135.29 light damage (based on Willpower and Cunning), costing 8 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
Cloak | Isokira the elven-silk cloak (18 def, 0 armour) Isokira the elven-silk cloak (18 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +18 (+0 eff.) Changes stats: +2 Wil Changes resistances: +21% darkness Changes resistances penetration: +20% darkness / +15% arcane Changes damage: +23% darkness / +15% arcane Critical mult.: +30.00% Stealth bonus: +22 Physical save: +14 (+2 eff.) Mental save: +6 (+1 eff.) Psi when hit: +0.20 Hate when firing a critical mind attack: +2.00 Maximum life: +44.00 Maximum mana: +100.00 Maximum psi: +50.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Tarrasca (0 def, 50 armour) Tarrasca (0 def, 50 armour)Requires: - Strength 52 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+8 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 50% It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns, costing 15 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
Inventory
healing infusion of the psychic (heal 380) healing infusion of the psychic (heal 380)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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 380 and cleanse 1 wound and poison effect. 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 warrior (+22 for 12 turns, die at -919) heroism infusion of the warrior (+22 for 12 turns, die at -919)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: 23 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 22 for 12 turns. While Heroism is active, you will only die when reaching -919 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. 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. |
movement infusion of the wizard (874% speed; 7 turns) movement infusion of the wizard (874% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 874% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Rune of Reflection (absorb and reflect 635 for 5 turns) Rune of Reflection (absorb and reflect 635 for 5 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: melee/personal Cooldown: 14 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 635 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
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. |
Scroll of Summoning (Limmir the Jeweler) Scroll of Summoning (Limmir the Jeweler)Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon, costing 1 power out of 1/1. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Tome of Wildfire Tome of WildfirePowered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / tome It can be used to learn the ancient secrets. This huge book is covered in searing flames. Yet they do not harm you. |
Earthen Beads =Use Heal= Earthen Beads =Use Heal=Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 24 power out of 40/40) : Effective talent level: 2.4 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 360 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Foglord =30% Stun Res= Foglord =30% Stun Res=Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Dex Changes resistances: +22% lightning / +3% nature / +5% arcane Changes damage: +9% darkness Blindness immunity: +18% Stun/Freeze immunity: +30% Infravision radius: +5 Sight radius: +2 See invisible: +10 Amulets can have magical properties. |
Vox =Silence Immune= Vox =Silence Immune=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
Withering Orbs =BlindFight= Withering Orbs =BlindFight=Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 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 6 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Baluneg the stralite ring Baluneg the stralite ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +19 (+3 eff.) Fatigue: -6% Changes stats: +2 Dex / +7 Wil / +7 Cun / +2 Con Changes damage: +7% all Critical mult.: +3.00% Blindness immunity: +39% Spellpower: +17 (+4 eff.) Mindpower: +29 (+7 eff.) Infravision radius: +6 See stealth: +21 See invisible: +17 Rings can have magical properties. |
Beulamas the copper ring =Corrode-OnHit= Beulamas the copper ring =Corrode-OnHit=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 4 acid Changes stats: +3 Str Mental save: +3 (+0 eff.) Pinning immunity: +15% Rings can have magical properties. |
Duathelhunter the gold ring =38% Dark Res= Duathelhunter the gold ring =38% Dark Res=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Changes resistances: +38% darkness / +5% arcane Changes damage: +22% darkness Rings can have magical properties. |
Getugar the Greenflash =Conf Res, Blind-OnHit= Getugar the Greenflash =Conf Res, Blind-OnHit=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 40% chance to blind Damage when hit (Melee): 12 light Changes resistances: +6% nature Changes damage: +12% nature Mental save: +10 (+2 eff.) Confusion immunity: +38% Rings can have magical properties. |
Lorendur =Gloom, 45% Silence Res= Lorendur =Gloom, 45% Silence Res=Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +13 Defense: +12 (+0 eff.) Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 25 bleed Changes stats: +8 Cun / +1 Dex Changes resistances penetration: +10% arcane Reduces incoming crit damage: 15.00% Physical save: +10 (+2 eff.) Silence immunity: +45% Life regen: +0.80 Mana each turn: +0.35 Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +3.00 Maximum stamina: +5.00 Maximum hate: +15.00 Maximum vim: +20.00 It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Malasin the Bileslicer =30% Slow-on-Hit= Malasin the Bileslicer =30% Slow-on-Hit=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 nature Changes stats: +3 Con Changes resistances: +7% blight / +7% nature / +26% acid Changes resistances penetration: +10% nature Changes damage: +13% acid / +3% mind Spell save: +13 (+3 eff.) Poison immunity: +16% Disease immunity: +16% Maximum stamina: +19.00 Rings can have magical properties. |
Mnemonic =Use Instant Mental Clear= Mnemonic =Use Instant Mental Clear=Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+4 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+3 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 18 power out of 30/30) : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Archery excellence +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Two-handed weapons +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Unarmed training +0.30 Technique / Archery prowess +0.30 Technique / Combat training +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Shield defense +0.30 Technique / Dual techniques +0.30 Technique / Superiority +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Unrukor the Bleakkarma =+Acc, Blind Res= Unrukor the Bleakkarma =+Acc, Blind Res=Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Changes stats: +10 Dex / +7 Wil / +1 Cun / +5 Con Changes resistances: +3% darkness Changes resistances penetration: +5% nature Mental save: +14 (+2 eff.) Blindness immunity: +29% Infravision radius: +5 See stealth: +16 See invisible: +18 Rings can have magical properties. |
Xavena the voratun ring =+Acc, ArmrPen= Xavena the voratun ring =+Acc, ArmrPen=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +26 (+5 eff.) Armour penetration: +13 Defense: +16 (+0 eff.) Changes stats: +8 Cun / +8 Dex Changes resistances: +30% light Changes damage: +15% light Mana when firing critical spell: +2.00 Vim when firing critical spell: +1.00 Maximum mana: +40.00 Spellpower: +8 (+2 eff.) Spell crit. chance: +4% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
mule's voratun ring of nature (+40%) mule's voratun ring of nature (+40%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -10% Changes resistances: +40% nature Changes damage: +20% nature Maximum encumbrance: +39 Rings can have magical properties. |
steel ring 'Eclipseminister' =32% Stun Res= steel ring 'Eclipseminister' =32% Stun Res=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +9% acid / +3% fire / +3% temporal / +6% lightning Changes damage: +6% darkness Spell save: +3 (+1 eff.) Stun/Freeze immunity: +32% Life regen: +1.40 Rings can have magical properties. |
titan's voratun ring of lightning (+34%) titan's voratun ring of lightning (+34%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +9 Con Changes resistances: +34% lightning Changes damage: +17% lightning Physical save: +18 (+3 eff.) Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring 'Layibeth' =40% Fire Res= voratun ring 'Layibeth' =40% Fire Res=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +40% fire Changes resistances penetration: +15% mind Changes damage: +24% mind / +20% fire Maximum hate: +4.00 Mindpower: +4 (+1 eff.) Rings can have magical properties. |
voratun ring 'Mayumina' =40% Light Res= voratun ring 'Mayumina' =40% Light Res=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Changes stats: +2 Con Changes resistances: +40% light Changes resistances penetration: +5% physical Changes damage: +20% light / +15% arcane Maximum encumbrance: +20 Physical save: +24 (+4 eff.) Maximum life: +40.00 Rings can have magical properties. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element) Awakened Staff of Absorption (60-72 power, 60 apr, fire 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 (+12 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 120 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." |
Cloth of Dreams (10 def, 0 armour) =Use Sleep= Cloth of Dreams (10 def, 0 armour) =Use Sleep=Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+0 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Mindpower: +6 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 6 power out of 25/25) : Effective talent level: 3.0 Power cost: 6 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 69 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 80% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Boots of the Hunter (2 def, 12 armour) =Use MoveSpeed= Boots of the Hunter (2 def, 12 armour) =Use MoveSpeed=Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 20 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Shifting Boots (7 def, 1 armour) =Use Blink= Shifting Boots (7 def, 1 armour) =Use Blink=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +1 Defense: +7 (+0 eff.) Fatigue: +2% Changes stats: +8 Cun / +4 Dex Talent mastery: +0.10 Spell / Temporal It can be used to blink to a nearby random location within range 15 (based on Magic), costing 14 power out of 40/40. Those leather boots can make anybody as annoying as their former possessor, Draebor. |
Wanderer's Rest (4 def, 0 armour) =Use Leap= Wanderer's Rest (4 def, 0 armour) =Use Leap=Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+0 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 12 power out of 20/20) : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of drakeskin leather boots 'Airspawner' (0 def, 7 armour) =HealMod= pair of drakeskin leather boots 'Airspawner' (0 def, 7 armour) =HealMod=Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +7 Fatigue: +5% Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 12 lightning / 8 temporal Changes resistances: +3% blight / +2% physical / +6% light Changes resistances penetration: +10% lightning Physical save: +28 (+5 eff.) Spell save: +28 (+6 eff.) Mental save: +27 (+5 eff.) Life regen: +5.50 Stamina each turn: +1.30 Maximum stamina: +27.00 Healing mod.: +30% A pair of boots made of leather. |
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 (+0 eff.) Spell save: +15 (+3 eff.) Mindpower: +12 (+3 eff.) Mental crit. chance: +5% Light radius: +1 It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 241.40 arcane damage and stunned), costing 60 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. Pride in the fulfillment of this ancient duty practically radiates from them. |
Storm Bringer's Gauntlets (0 def, 3 armour) =Use ChainLightning= Storm Bringer's Gauntlets (0 def, 3 armour) =Use ChainLightning=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% It can be used to activate talent Chain Lightning (costing 10 power out of 16/16) : Effective talent level: 3.0 Power cost: 10 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 67.70 to 203.11 damage and forking to another target. It can hit up to 6 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. |
Xatira (0 def, 3 armour) =+Acc, ArmrPen= Xatira (0 def, 3 armour) =+Acc, ArmrPen=Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +27 (+5 eff.) Armour penetration: +11 Armour: +3 Changes stats: +9 Dex / +6 Cun / +5 Con Changes resistances: +6% nature / +6% blight Physical save: +16 (+3 eff.) Spell save: +29 (+6 eff.) Mental save: +7 (+1 eff.) Poison immunity: +5% Cut immunity: +20% Disarm immunity: +36% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
steady hardened leather gloves of war-making (0 def, 2 armour) =The CRITS= steady hardened leather gloves of war-making (0 def, 2 armour) =The CRITS=Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Physical crit. chance: +13.0% Armour: +2 Critical mult.: +6.00% Physical save: +5 (+1 eff.) Mental save: +7 (+1 eff.) Disarm immunity: +28% Spell crit. chance: +9% Mental crit. chance: +11% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets of dispersion (0 def, 3 armour) =DISPERSE DAT SHIT= voratun gauntlets of dispersion (0 def, 3 armour) =DISPERSE DAT SHIT=Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 19 arcane Changes stats: +4 Mag / +10 Wil Changes resistances: +10% arcane It can be used to activate talent Disperse Magic, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
Crown of Burning Pain (3 def, 0 armour) =Use Meteor= Crown of Burning Pain (3 def, 0 armour) =Use Meteor=Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +3 (+0 eff.) Fatigue: +4% Changes stats: +0 Cun / +0 Wil Changes resistances: +5% fire Changes damage: +5% fire It can be used to activate talent Meteor Rain (costing 30 power out of 50/50) : Effective talent level: 2.0 Power cost: 30 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Uses arcane forces to summon 3 meteors that fall on the ground, smashing all around in a radius 2 for 178.90 fire and 194.92 physical damage. The hit zone will also turn into lava for 8 turns. The effects will increase with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Crown of Command (3 def, 6 armour) =Use Instant StunBreak= Crown of Command (3 def, 6 armour) =Use Instant StunBreak=Requires: - Cunning 25 - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 (+1 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 36 power out of 60/60) : Effective talent level: 1.0 Power cost: 36 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Eye of the Forest (8 def, 0 armour) =Blind Immune= Eye of the Forest (8 def, 0 armour) =Blind Immune=Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+0 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 (+2 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 21 power out of 35/35) : Effective talent level: 2.4 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 9. 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. |
Gunilin the Duskpiercer (0 def, 3 armour) =30% slow= Gunilin the Duskpiercer (0 def, 3 armour) =30% slow=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 darkness Changes resistances: +11% cold Changes damage: +6% nature / +12% darkness Allows you to breathe in: water A cap made of leather. |
Halamakor the elven-silk wizard hat (3 def, 0 armour) =Corrode-OnHit= Halamakor the elven-silk wizard hat (3 def, 0 armour) =Corrode-OnHit=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * 45% chance to corrode armour Damage when hit (Melee): 4 acid Changes resistances: +1% physical Changes resistances penetration: +5% acid / +10% temporal Reduces incoming crit damage: 10.00% Maximum encumbrance: +10 Life regen: +6.00 Maximum life: +10.00 Healing mod.: +15% Damage Shield Power: +15% A pointy cloth hat, very wizardly... |
Omniscience (7 def, 0 armour) Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+0 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+4 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20), costing 18 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
gloomy voratun shield of mind resistance (+16%) (12 def, 3 armour, 65.5-78.6 power, 191 block) gloomy voratun shield of mind resistance (+16%) (12 def, 3 armour, 65.5-78.6 power, 191 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 65.5 - 78.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +191 When wielded/worn: Armour: +3 Defense: +12 (+0 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects on melee hit: * 10% chance to cause random gloom Effects when hit in melee: * 26% chance to cause random gloom Changes resistances: +16% mind Talent granted: +5 Block Handheld deflection devices. |
voratun shield 'Arthivor' (12 def, 23 armour, 66.5-79.8 power, 428 block) =Big Armr/Block= voratun shield 'Arthivor' (12 def, 23 armour, 66.5-79.8 power, 428 block) =Big Armr/Block=Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 66.5 - 79.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +428 On weapon hit: * 20% chance to gain 10% of a turn Damage (Melee): +19 light Burst (radius 2) on crit: +8 temporal When wielded/worn: Armour: +23 Defense: +12 (+0 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects on melee hit: * 20% chance to gain 10% of a turn Effects when hit in melee: * 39% chance to blind Changes stats: +5 Mag / +20 Con Changes resistances: +16% light Changes resistances penetration: +5% temporal Talent granted: +5 Block Physical save: +30 (+5 eff.) Handheld deflection devices. |
voratun shield 'Ce'Nonor' (23 def, 3 armour, 70.5-84.6 power, 199.5 block) voratun shield 'Ce'Nonor' (23 def, 3 armour, 70.5-84.6 power, 199.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 70.5 - 84.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +200 Burst (radius 2) on crit: +8 physical When wielded/worn: Armour: +3 Defense: +23 (+0 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Changes stats: +2 Dex Changes resistances: +13% acid / +1% physical / +10% fire / +11% cold / +34% lightning Talent granted: +5 Block Infravision radius: +3 Deflect projectiles away: +10% Handheld deflection devices. |
voratun shield 'Windnoon' (12 def, 15 armour, 63.5-76.2 power, 314 block) =40% Slow, Mage Wards= voratun shield 'Windnoon' (12 def, 15 armour, 63.5-76.2 power, 314 block) =40% Slow, Mage Wards=Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 63.5 - 76.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +314 On weapon hit: * Slows global speed by 40% * reduce the cooldown of your ward talent by 1 Burst (radius 1) on hit: +8 nature When wielded/worn: Armour penetration: +3 Armour: +15 Defense: +12 (+0 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Changes stats: +5 Str / +3 Dex Changes resistances: +15% mind Maximum wards: +6 lightning / +6 temporal / +6 blight / +5 fire / +6 cold Changes resistances penetration: +10% light Talents granted: +1 Ward +5 Block Handheld deflection devices. |
75 alchemist agate 75 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. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Air currents swirl around this bright blue jewel. |
iron pickaxe of wreckage (dig speed 29 turns) =Perfect Aim= iron pickaxe of wreckage (dig speed 29 turns) =Perfect Aim=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +6 Changes stats: +3 Str When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 16 cooldown : Effective talent level: 2.0 Power cost: 16 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
Lifebinding Emerald Lifebinding EmeraldInfused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
Brandradiance the dwarven lantern Brandradiance the dwarven lanternInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Changes stats: +5 Cun Changes resistances: +9% mind / +9% fire Changes resistances penetration: +15% all Physical save: +15 (+3 eff.) Psi when hit: +0.08 Maximum life: +76.00 Maximum psi: +20.00 Mindpower: +10 (+3 eff.) Light radius: +6 Healing mod.: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eldritch Pearl =Use TidalWave= Eldritch Pearl =Use TidalWave=Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+3 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 48 power out of 150/150) : Effective talent level: 4.0 Power cost: 48 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 37.16 cold damage and 43.75 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Spectral Cage =Use Wisp= Spectral Cage =Use Wisp=Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+2 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 468 cold damage (based on your Magic), costing 12 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
Eternity's Counter =ResAll= Eternity's Counter =ResAll=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +12% all / +15% temporal Reduce damage by fixed amount: +10 all Changes damage: +0% all / +15% temporal Movement speed: +16% Combat speed: -12% Casting speed: -12% Mental speed: -12% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards stability), costing 12 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Fortune's Eye =Use Track= Fortune's Eye =Use Track=Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Defense: +12 (+0 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+2 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 11 power out of 35/35) : Effective talent level: 2.0 Power cost: 11 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 36 for 5 turns. The radius will increase with your Cunning. 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." |
Demonic Orb of Many Ways Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin, costing 60 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
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. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Dull red runes are etched all over this blackened skull. |
9 bloodstone 9 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. |
4 fire opal 4 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 Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 18 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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 (2/3) Rod of Recall (2/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 122 power out of 357/400. 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 (5/5) Rod of Spydric Poison (5/5)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 816.40 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 15 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. |
dwarven-steel torque of mindblast 'Nimbuswend' [power 189] (4 cooldown) =Misc Wards= dwarven-steel torque of mindblast 'Nimbuswend' [power 189] (4 cooldown) =Misc Wards=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 4 lightning Changes resistances: +3% lightning / +3% fire Maximum wards: +3 physical / +3 mind / +2 darkness Changes damage: +12% lightning Talent granted: +1 Ward It can be used to fire a blast of psionic energies in a range 10 beam dealing 117.18 to 234.36 mind damage, putting all charms on cooldown for 4 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of clear mind 'Arthofang' [power 2] (6 cooldown) =Clearmind= steel torque of clear mind 'Arthofang' [power 2] (6 cooldown) =Clearmind=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 4 arcane Changes resistances: +3% blight Changes resistances penetration: +5% blight Changes damage: +9% arcane Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +3 Telekinetic Blast It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
Mezilathel [power 5] (6 cooldown) =Natural Wards= Mezilathel [power 5] (6 cooldown) =Natural Wards=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +3 Str / +2 Con Changes resistances: +1% physical / +3% mind / +5% arcane Maximum wards: +5 acid / +4 nature / +5 light Talent granted: +1 Ward Physical save: +3 (+1 eff.) It can be used to remove up to 5 poisons or diseases from a target within range 10 (based on Willpower), putting all charms on cooldown for 6 turns. Natural totems are made by powerful wilders to store nature power. |
Morningspawner the dragonbone totem of thorny skin [power 109] (15 cooldown) =Weak Armor= Morningspawner the dragonbone totem of thorny skin [power 109] (15 cooldown) =Weak Armor=Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Armour penetration: +2 Physical crit. chance: +1.0% Changes resistances: +9% light Maximum wards: +5 acid / +4 nature / +3 light Talent cooldown: Invoke Tentacle (+5 turn) Talents granted: +1 Invoke Tentacle +1 Ward Light radius: +3 It can be used to harden the skin for 7 turns increasing armour by 109 and armour hardiness by 70%, putting all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
Runiduldir [power 149] (18 cooldown) Runiduldir [power 149] (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +3 Str / +2 Dex / +1 Mag / +1 Wil / +1 Con Critical mult.: +10.00% Spellpower: +2 (+0 eff.) Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% It can be used to harden the skin for 7 turns increasing armour by 149 and armour hardiness by 70%, putting all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
The Guardian's Totem The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+4 eff.) Mindpower: +8 (+2 eff.) It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 21 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
elven-wood totem of thorny skin 'Shockraptor' [power 158] (27 cooldown) =Strong Armor= elven-wood totem of thorny skin 'Shockraptor' [power 158] (27 cooldown) =Strong Armor=Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Accuracy: +4 (+1 eff.) Fatigue: -6% Damage when hit (Melee): 8 physical Changes resistances: +3% lightning Physical save: +6 (+1 eff.) Healing mod.: +10% It can be used to harden the skin for 7 turns increasing armour by 158 and armour hardiness by 60%, putting all charms on cooldown for 27 turns. When used: 100% chance to regenerate 31 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Bleakbait [power 10] (6 cooldown) =Light= Bleakbait [power 10] (6 cooldown) =Light=Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn Changes resistances penetration: +10% temporal Changes damage: +9% darkness It can be used to reveal the area around you, dispelling darkness (radius 10, power 88 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 200% chance to regenerate 4 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Void Shard =Use AoE DMG= Void Shard =Use AoE DMG=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+2 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 256.68 temporal and 304.29 darkness damage (based on Magic), costing 12 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
elven-wood wand of conjuration 'Cinderwilter' [power 379] (6 cooldown) =Mage Wards= elven-wood wand of conjuration 'Cinderwilter' [power 379] (6 cooldown) =Mage Wards=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Damage when hit (Melee): 12 fire Maximum wards: +5 lightning / +5 temporal / +4 blight / +5 fire / +5 cold Changes resistances penetration: +10% light / +10% fire Changes damage: +9% fire Talent granted: +1 Ward It can be used to fire a bolt of a random element with (base) damage 190 to 379, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 18 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
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. |
7 diamond 7 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. |
10 moonstone 10 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+0 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+0 eff.) Physical save: +10 (+2 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. |
6 pearl 6 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. |
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 Dwarf SW the Dwarf Stone Warden level 37
10th Wealth 123rd year of Ascendancy at 03:35 see stats
By Dwarf SW the Dwarf Stone Warden level 50
8th Profit 124th year of Ascendancy at 08:30 see stats
By Dwarf SW the Dwarf Stone Warden level 37
8th Wealth 123rd year of Ascendancy at 12:40 see stats
By Dwarf SW the Dwarf Stone Warden level 43
9th Loss 123rd year of Ascendancy at 07:56 see stats
By Dwarf SW the Dwarf Stone Warden level 50
19th Dearth 124th year of Ascendancy at 19:00 see stats
By Dwarf SW the Dwarf Stone Warden level 50
14th Shortage 124th year of Ascendancy at 06:45 see stats
By Dwarf SW the Dwarf Stone Warden level 49
3rd Stralite 124th year of Ascendancy at 11:29 see stats
By Dwarf SW the Dwarf Stone Warden level 41
29th Dearth 123rd year of Ascendancy at 17:45 see stats
By Dwarf SW the Dwarf Stone Warden level 29
26th Gold 123rd year of Ascendancy at 07:43 see stats
By Dwarf SW the Dwarf Stone Warden level 34
28th Profit 123rd year of Ascendancy at 00:30 see stats
By Dwarf SW the Dwarf Stone Warden level 50
20th Steel 125th year of Ascendancy at 03:07 see stats
By Dwarf SW the Dwarf Stone Warden level 25
8th Iron 123rd year of Ascendancy at 09:46 see stats
By Dwarf SW the Dwarf Stone Warden level 50
1st Acquisition 124th year of Ascendancy at 10:09 see stats
By Dwarf SW the Dwarf Stone Warden level 40
11st Dearth 123rd year of Ascendancy at 05:43 see stats
By Dwarf SW the Dwarf Stone Warden level 40
10th Dearth 123rd year of Ascendancy at 22:51 see stats
By Dwarf SW the Dwarf Stone Warden level 23
1st Iron 123rd year of Ascendancy at 18:00 see stats
By Dwarf SW the Dwarf Stone Warden level 50
13rd Loss 124th year of Ascendancy at 01:34 see stats
By Dwarf SW the Dwarf Stone Warden level 18
22nd Wealth 122nd year of Ascendancy at 14:20 see stats
By Dwarf SW the Dwarf Stone Warden level 32
23rd Voratun 123rd year of Ascendancy at 22:16 see stats
By Dwarf SW the Dwarf Stone Warden level 25
8th Iron 123rd year of Ascendancy at 09:46 see stats
By Dwarf SW the Dwarf Stone Warden level 17
17th Wealth 122nd year of Ascendancy at 08:53 see stats
By Dwarf SW the Dwarf Stone Warden level 50
34th Dearth 124th year of Ascendancy at 09:51 see stats
By Dwarf SW the Dwarf Stone Warden level 50
1st Acquisition 124th year of Ascendancy at 14:09 see stats
By Dwarf SW the Dwarf Stone Warden level 18
20th Wealth 122nd year of Ascendancy at 09:15 see stats
By Dwarf SW the Dwarf Stone Warden level 50
20th Dearth 124th year of Ascendancy at 03:49 see stats
By Dwarf SW the Dwarf Stone Warden level 10
27th Profit 122nd year of Ascendancy at 14:43 see stats
By Dwarf SW the Dwarf Stone Warden level 20
4th Dearth 122nd year of Ascendancy at 13:39 see stats
By Dwarf SW the Dwarf Stone Warden level 30
28th Gold 123rd year of Ascendancy at 20:00 see stats
By Dwarf SW the Dwarf Stone Warden level 40
9th Dearth 123rd year of Ascendancy at 11:15 see stats
By Dwarf SW the Dwarf Stone Warden level 50
3rd Stralite 124th year of Ascendancy at 16:59 see stats
By Dwarf SW the Dwarf Stone Warden level 50
19th Shortage 124th year of Ascendancy at 09:11 see stats
By Dwarf SW the Dwarf Stone Warden level 50
22nd Wealth 124th year of Ascendancy at 13:23 see stats
By Dwarf SW the Dwarf Stone Warden level 50
40th Dearth 124th year of Ascendancy at 16:19 see stats
By Dwarf SW the Dwarf Stone Warden level 50
17th Profit 124th year of Ascendancy at 23:09 see stats
By Dwarf SW the Dwarf Stone Warden level 20
22nd Loss 122nd year of Ascendancy at 03:20 see stats
By Dwarf SW the Dwarf Stone Warden level 35
43rd Profit 123rd year of Ascendancy at 15:29 see stats
By Dwarf SW the Dwarf Stone Warden level 23
27th Shortage 122nd year of Ascendancy at 23:06 see stats
By Dwarf SW the Dwarf Stone Warden level 41
25th Dearth 123rd year of Ascendancy at 00:17 see stats
By Dwarf SW the Dwarf Stone Warden level 5
19th Voratun 122nd year of Ascendancy at 16:33 see stats
By Dwarf SW the Dwarf Stone Warden level 50
13rd Loss 124th year of Ascendancy at 01:32 see stats
By Dwarf SW the Dwarf Stone Warden level 8
24th Profit 122nd year of Ascendancy at 02:06 see stats
By Dwarf SW the Dwarf Stone Warden level 50
32nd Profit 124th year of Ascendancy at 16:43 see stats
By Dwarf SW the Dwarf Stone Warden level 31
40th Stralite 123rd year of Ascendancy at 06:30 see stats
By Dwarf SW the Dwarf Stone Warden level 50
3rd Profit 124th year of Ascendancy at 14:58 see stats
By Dwarf SW the Dwarf Stone Warden level 7
31st Voratun 122nd year of Ascendancy at 14:25 see stats
By Dwarf SW the Dwarf Stone Warden level 44
26th Loss 123rd year of Ascendancy at 22:57 see stats
By Dwarf SW the Dwarf Stone Warden level 30
38th Stralite 123rd year of Ascendancy at 14:08 see stats
By Dwarf SW the Dwarf Stone Warden level 26
33rd Steel 123rd year of Ascendancy at 12:38 see stats
By Dwarf SW the Dwarf Stone Warden level 18
18th Wealth 122nd year of Ascendancy at 22:03 see stats
By Dwarf SW the Dwarf Stone Warden level 37
7th Wealth 123rd year of Ascendancy at 19:28 see stats
Log
There is an item here: Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr)
There is an item here: Blood-Letter (33-46.2 power, 4.5 apr)
Ran for 3 turns (stop reason: object seen).
There is an item here: Sceptre of the Archlich (40-48 power, 12 apr, darkness element)
There is an item here: Rod of Sarrilon (30-36 power, 4 apr, temporal element)
There is an item here: Staff of Destruction (20-24 power, 4 apr, fire element)
There is an item here: Bolbum's Big Knocker (64-76.8 power, 10 apr, physical element)
There is an item here: Balanceblow the dragonbone vilestaff (42-50.4 power, 6 apr, blight element)
There is an item here: Lost Staff of Archmage Tarelion (30-36 power, 4 apr, cold element)
There is an item here: Void Orb
There is an item here: Exiler
There is an item here: Naturezephyr,
There is an item here: Inertial Twine
There is an item here: Blazewire the gold ring
There is an item here: Pouch of the Subconscious (20/20, 38-45.6 power, 15 apr)
There is an item here: Charged Focus (10-11 power, 24 apr, lightning damage)
There is an item here: Thermal Focus (14-15.4 power, 32 apr, fire damage)
There is an item here: Warmaster Gnarg's Murderblade (60-96 power, 19 apr)
Dwarf SW deactivates Stone Skin.
Dwarf SW deactivates Crystalline Focus.
Dwarf SW deactivates Chant of Fortitude.
Dwarf SW deactivates Shards.
Dwarf SW deactivates Stone Vines.
Dwarf SW deactivates Eldritch Infusion.