Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Alternate Zones Option 1.1.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. Tier-1 Short Circuit Option 1.1.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Marson's Bosses Gone AWOL 1.2.5The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
Plenum Tooltip: Enhanced actor tooltip display for TOME v2.4 1.3.0Plenum 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. Items Vault 1.3.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Timed Rest 1.1.0Adds a new command 'Rest for a specific number of turns', initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Infinite Dungeon Variety 1.2.3Entirely defunct as of 1.5.0's many Infinite Dungeon changes. -- -- -- - - This addon is fairly simple. In it's current version, it randomly swaps out the grid files (which are the tile-sets/how your map looks) and layouts of every floor. Additionally, floors will steadily get larger (and enemy counts will rise as a result) the deeper you go. NOTES The first floor is always a basic dungeon. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Corner-Only Threat Brackets 1.1.5Changes the threat brackets in shockbolt so they're only the upper left corner and don't hide the healthbars. Steamtech UI 1.1.4 Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Enhanced Object Compare 1.3.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Skeleton |
Class | Temporal Warden |
Level / Exp | 50 / 1304% |
Size | medium |
Lifes / Deaths | Killed by Zubulravea the king cobra at level 6 on the 3rd Summertide 122nd year of Ascendancy at 05:58 3 / 4Killed by Bethona the gigantic sandworm tunneler at level 18 on the 11st Haze 122nd year of Ascendancy at 09:24 Killed by Ongue the Crusher at level 50 on the 39th Haze 123rd year of Ascendancy at 00:45 Killed by Ongue the Crusher at level 50 on the 39th Haze 123rd year of Ascendancy at 05:16 |
Primary Stats
Strength | 67 (base 13) |
Dexterity | 99 (base 60) |
Constitution | 69 (base 35) |
Magic | 114 (base 65) |
Willpower | 75 (base 56) |
Cunning | 36 (base 8) |
Resources
Life | 1870/1870 |
Mana | 345/679 |
Paradox | 300 |
Positive | 0/209 |
Healing Factor | 1.5 |
Regeneration | 14.775 |
Speed
Mental | -5.9841021027296E-12% |
Attack | -5.9841021027296E-12% |
Movement | +10% |
Spell | -5.9841021027296E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
See Stealth | 36.001914272943 |
See Invisible | 36.001914272943 |
ESP Range | 10 |
ESP Kinds | dragon, animal/canine |
Offense: Mainhand
Damage | 182 |
Accuracy | 71 |
Crit Chance | 30% |
APR | 39 |
Speed | 0.70 |
Offense: Spell
Spellpower | 66 |
Crit Chance | 30% |
Speed | 1.0000000000001 |
Offense: Mind
Mindpower | 51.3 |
Crit Chance | 36% |
Speed | 1.0000000000001 |
Offense: Damage Bonus
All | +7% |
Defense: Base
Armour (hardiness) | 70.73 (82.103448275862%) |
Defense | 69.286581151883 |
Ranged Defense | 73.036581151883 |
Fatigue | 28 |
Physical Save | 52.683333333333 |
Spell Save | 61.15 |
Mental Save | 41.766666666667 |
Defense: Resistances
All | + 22%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Disarm Resistance | 79% |
Bleed Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 4 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 347.59 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 713 damage for 8 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 5. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. |
Runes | Effective talent level: 1.0 Rune: LightningUse mode: Activated Range: 9 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 189.91 to 569.72 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 12. Its effects scale with your Cunning stat. |
Class Talents
Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Chronomancy / Stasis | 1.10 |
| 2/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 4/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Chronomancy | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Chant of Fortress |
talent | Premonition |
talent | Contingency |
talent | Weapon Folding |
beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
beneficial effect | The target is surrounded by a magical shield, absorbing 713/713 damage nil before it crumbles. Damage Shield |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | The target assumes the form of a telugoroth. Temporal Form |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by large brown snake. Escort: lone alchemist (level 2 of Trollmire) | failed |
You failed to protect the lost anorithil from death by What Used to be Homura's temporal clone. Escort: lost anorithil (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Norgos Lair. Escort: lost anorithil (level 2 of Norgos Lair)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You failed to protect the lost anorithil from death by What Used to be Homura. Escort: lost anorithil (level 4 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost warrior from death by snow giant boulder thrower. Escort: lost warrior (level 1 of Daikara) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1381. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed electric eel tail. * You've found the needed green worm. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed multi-hued wyrm scale. * You've found the needed xorn fragment. * You've found the needed pouch of faeros ash. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. | 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 |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. Press to compare |
Quiver | Void Quiver (0/0, 156% power, 30 apr) Void Quiver (0/0, 156% power, 30 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Power: 156% Range: 1.4x Uses stats: 70% Dex, 60% Mag Damage type: Temporal darkness Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Physical crit. chance: +6.0% Capacity: 0 When this weapon hits: Spatial Tether (10% chance level 1). When this weapon hits: Dimensional Anchor (5% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. Press to compare |
Light source | alchemist's lamp 'Zerelerak' alchemist's lamp 'Zerelerak'Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 40% chance to corrode armour Damage when hit (Melee): 19 fire Changes resistances: +6% temporal / +7% cold / +5% arcane / +7% fire Changes damage: +9% arcane / +3% acid Mental save: +7 (+2 eff.) Mindpower: +7 (+2 eff.) Mental crit. chance: +7% Light radius: +3 Defense after a teleport: +11 Resist all after a teleport: +14% New effects duration reduction after a teleport: +19% A normal brass lantern, enhanced by alchemy to make it brighter. Press to compare |
On head | Offalbraid the elven-silk wizard hat (3 def, 0 armour) Offalbraid the elven-silk wizard hat (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * Slows global speed by 43% Changes stats: +18 Mag Changes resistances: +20% physical / +20% darkness / +6% nature Changes resistances penetration: +10% arcane / +25% nature Changes damage: +20% darkness / +11% physical Spell save: +24 (+6 eff.) Maximum hate: +13.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... Press to compare |
Tool | The Bladed Rift The Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+2 eff.) Mindpower: +10 (+3 eff.) This item does not take a turn to use. Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 1.0 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animate blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. Press to compare |
On fingers | voratun ring 'Blazewaker' voratun ring 'Blazewaker'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +2 Changes resistances: +38% nature / +20% physical Changes damage: +30% physical / +19% nature / +3% light Stun/Freeze immunity: +50% Life regen: +3.90 Healing mod.: +10% Rings can have magical properties. Press to compare |
On fingers | Stokeward the stralite ring Stokeward the stralite ringInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Changes stats: +5 Cun / +8 Dex Changes resistances: +3% fire Changes resistances penetration: +20% fire Changes damage: +6% fire Disarm immunity: +36% Pinning immunity: +33% Knockback immunity: +34% Life regen: +1.30 Maximum life: +100.00 Healing mod.: +13% Rings can have magical properties. Press to compare |
Around waist | Delemagorn the drakeskin leather belt Delemagorn the drakeskin leather beltPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +11 Changes stats: +5 Mag / +5 Wil Changes resistances penetration: +10% blight Changes damage: +24% physical Physical save: +9 (+3 eff.) Maximum life: +125.00 Maximum mana: +80.00 Maximum stamina: +49.00 Maximum hate: +19.00 Maximum psi: +33.00 Maximum vim: +36.00 Maximum pos.energy: +32.00 Maximum neg.energy: +35.00 Spell crit. chance: +5% Reduces paradox anomalies(equivalent to willpower): +17 It can be used to create a temporary shield that absorbs 410 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. Press to compare |
In main hand | Storm Fury Storm FuryRequires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 When wielded/worn: Ranged Defense: +15 (+4 eff.) Damage (Ranged): 75 lightning Changes stats: +5 Dex / +7 Mag Changes resistances: +20% lightning Changes damage: +20% lightning Talent masteries: +0.10 Spell / Storm +0.20 Spell / Air Spellpower: +20 (+5 eff.) Movement speed: +10% Automatically fires lightning bolts at nearby enemies, with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. This item has been sent to the Item's Vault. Press to compare |
On hands | drakeskin leather gloves 'Cleansezeal' (0 def, 23 armour) drakeskin leather gloves 'Cleansezeal' (0 def, 23 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour: +23 Armour Hardiness: +14% Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 8 nature Changes stats: +3 Str / +4 Dex / +5 Mag / +5 Cun / +15 Con Changes resistances: +3% acid / +11% physical / +9% mind Changes resistances penetration: +10% mind Changes damage: +11% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +24 (+8 eff.) Mental save: +10 (+3 eff.) Disarm immunity: +43% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
Main armor | Chromatic Harness (10 def, 14 armour) Chromatic Harness (10 def, 14 armour)Requires: - Talent Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+2 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% fire / +20% cold / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. Press to compare |
Cloak | elven-silk cloak 'Venomspiker' (3 def, 0 armour) elven-silk cloak 'Venomspiker' (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +3 Cun / +2 Dex Changes resistances: +19% blight / +12% temporal / +20% nature / +5% arcane Changes damage: +3% arcane / +6% nature Life regen: +1.50 Maximum life: +52.00 Healing mod.: +27% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Around neck | Falymadur the voratun amulet Falymadur the voratun amuletInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +30 (+7 eff.) Defense: +36 (+9 eff.) Changes stats: +34 Lck / +4 Con Changes resistances: +9% acid / +3% blight / +9% lightning Physical save: +8 (+3 eff.) Spell save: +25 (+6 eff.) Life regen: +2.90 Maximum life: +56.00 Reduce all damage from unseen attackers: 28% Amulets can have magical properties. Press to compare |
Inventory
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..." |
teleportation rune of the duelist (range 127) teleportation rune of the duelist (range 127)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 127 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the duelist (range 15) controlled phase door rune of the duelist (range 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare |
controlled phase door rune of the warrior (range 11) controlled phase door rune of the warrior (range 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 11. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
grounding copper amulet of strength (+3) grounding copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +12% lightning Stun/Freeze immunity: +21% Amulets can have magical properties. Press to compare |
insulating copper amulet of cunning (+3) insulating copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +11% cold / +11% fire Amulets can have magical properties. Press to compare |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. Press to compare |
enraging steel amulet of constitution (+3) enraging steel amulet of constitution (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +3 Con Changes damage: +6% physical Combat speed: +10% Amulets can have magical properties. Press to compare |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
wizard's copper ring wizard's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+1 eff.) Rings can have magical properties. Press to compare |
Belyleg BelylegPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +5 Wil / +5 Mag Changes resistances: +5% arcane Physical save: +6 (+2 eff.) Spellpower: +7 (+2 eff.) Rings can have magical properties. Press to compare |
Layetha LayethaInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Defense: +2 (+0 eff.) Ranged Defense: +2 (+0 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances: +24% nature Changes damage: +12% nature Silence immunity: +10% Stun/Freeze immunity: +22% Life regen: +2.20 Mindpower: +2 (+1 eff.) Rings can have magical properties. Press to compare |
Mucusworth the steel ring Mucusworth the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 nature Changes stats: +4 Wil Changes resistances: +3% mind Changes damage: +9% mind Mental save: +8 (+3 eff.) Rings can have magical properties. Press to compare |
Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. Press to compare |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. Press to compare |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +19 (+5 eff.) Damage when hit (Melee): 4 arcane Changes stats: +7 Str / +6 Wil / +7 Con Changes resistances: +3% lightning Changes resistances penetration: +25% lightning Changes damage: +9% lightning Mental save: +12 (+4 eff.) Spellpower: +9 (+2 eff.) Mindpower: +8 (+3 eff.) It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? Press to compare |
Awakened Staff of Absorption (172% power, 60 apr, physical element) Awakened Staff of Absorption (172% power, 60 apr, physical element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+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 of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." Press to compare |
plaguebringer's voratun greatsword of evisceration (175% power, 4 apr) plaguebringer's voratun greatsword of evisceration (175% power, 4 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 176% Range: 1.6x Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 26% chance to disease On weapon crit: * wounds the target reducing their healing Damage (Melee): +21 blight When wielded/worn: Physical crit. chance: +16.0% Physical power: +16 (+4 eff.) Disease immunity: +21% Massive two-handed swords. Press to compare |
Spelldrinker (132% power, 8 apr) Spelldrinker (132% power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 132% Range: 1.3x Uses stats: 55% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Physical crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+3 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. Press to compare |
Mercy (143% power, 9 apr) Mercy (143% power, 9 apr)Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Power: 144% Range: 1.3x Uses stats: 55% Dex, 45% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals physical damage equal to 3% of the target's missing health When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. Press to compare |
Hygas the Brightrace (169% power, 9 apr) Hygas the Brightrace (169% power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 170% Range: 1.3x Uses stats: 45% Dex, 45% Mag Damage type: Fire Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Burst (radius 2) on crit: +8 physical When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +2 Defense: +8 (+2 eff.) Changes stats: +2 Str Changes resistances: +1% physical Disarm immunity: +27% Sharp, short and deadly. Press to compare |
Epoch's Curve Epoch's CurveRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +8 When wielded/worn: Damage (Ranged): 15 temporal Changes stats: +5 Dex / +4 Mag Changes damage: +10% temporal Talent mastery: +0.10 Chronomancy / Bow Threading Life regen: +2.00 Epoch's Curve has served the Wardens for generations and was passed from Warden to Warden for many years before being lost. According to legend it was made from the first ash sapling to sprout after the Spellblaze and carries powers of both time and renewal. Press to compare |
Saleldatha the Murkgore (23/23, 140% power, 10 apr) Saleldatha the Murkgore (23/23, 140% power, 10 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 3 Power: 141% Range: 1.4x Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 23 On weapon hit: * Slows global speed by 40% * 25% chance for lightning to arc to a second target Damage (Ranged): +8 lightning / +10 cold / +36 nature Burst (radius 1) on hit: +15 fire Arrows are used with bows to pierce your foes to death. Press to compare |
Quiver of the Sun (18/25, 142% power, 15 apr) Quiver of the Sun (18/25, 142% power, 15 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Power: 142% Range: 1.4x Uses stats: 50% Mag, 70% Dex Damage type: Bright light Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Physical crit. chance: +2.0% Capacity: 25 Travel speed: +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. Press to compare |
quiver of elven-wood arrows 'Barkreaper' (18/18, 169% power, 16 apr) quiver of elven-wood arrows 'Barkreaper' (18/18, 169% power, 16 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Power: 169% Range: 1.4x Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Physical crit. chance: +4.5% Capacity: 18 On weapon crit: * splashes the target with acid Travel speed: +200% Damage (Ranged): +14 acid Burst (radius 2) on crit: +8 nature When wielded/worn: Ammo reloads per turn: +1 Arrows are used with bows to pierce your foes to death. Press to compare |
Arkul's Siege Arrows (0/14, 180% power, 100 apr) Arkul's Siege Arrows (0/14, 180% power, 100 apr)Requires: - Magic 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Power: 180% Range: 1.4x Uses stats: 50% Dex, 70% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +100 Physical crit. chance: +10.0% Capacity: 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. Press to compare |
pouch of voratun shots 'Thundervalor' (20/20, 166% power, 6 apr) pouch of voratun shots 'Thundervalor' (20/20, 166% power, 6 apr)Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Power: 167% Range: 1.2x Uses stats: 50% Cun, 0% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 20 On weapon hit: * disrupts spell-casting On weapon crit: * wounds the target Damage (Ranged): +16 lightning / +20 temporal / +4 fire / +19 bleed / +15 nature / +25 manaburn arcane Burst (radius 1) on hit: +8 fire Burst (radius 2) on crit: +8 lightning / +4 fire Damage against: +30% Unnatural Shots are used with slings to pummel your foes to death. This item has been sent to the Item's Vault. Press to compare |
Armor is Key (12 def, 30 armour, 294 block) Armor is Key (12 def, 30 armour, 294 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +30 Armour Hardiness: +10% Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects when hit in melee: * 20% chance to daze Damage when hit (Melee): 8 darkness Changes stats: +6 Dex Changes resistances: +20% lightning / +20% physical / +20% mind / +6% acid Changes resistances penetration: +25% light / +10% acid Talent granted: +5 Block Handheld deflection devices. This item has been sent to the Item's Vault. Press to compare |
woollen robe 'Mardilatar' (0 def, 0 armour) woollen robe 'Mardilatar' (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Str / +5 Mag / +5 Wil / +4 Con Changes resistances: +7% lightning / +21% cold / +5% arcane Changes resistances penetration: +20% arcane Changes damage: +9% lightning / +7% physical / +9% nature / +17% cold Poison immunity: +26% Disease immunity: +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
Chamasachak (3 def, 6 armour) Chamasachak (3 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +7 (+2 eff.) Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 15 physical Changes stats: +2 Str / +3 Dex / +1 Mag / +2 Wil Critical mult.: +13.00% Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. Press to compare |
Rope Belt of the Thaloren Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 (+4 eff.) The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. Press to compare |
Baliregolagen BaliregolagenInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Fatigue: -4% Changes stats: +9 Dex / +8 Cun / +7 Lck Changes resistances: +3% temporal / +3% light / +6% darkness Trap disarming bonus: +12 Stealth bonus: +10 Maximum life: +47.00 Mental crit. chance: +11% Infravision radius: +4 Healing mod.: +5% A belt that goes around your waist. Press to compare |
hardened leather belt 'Glubretta' hardened leather belt 'Glubretta'Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Str / +1 Mag Changes resistances: +6% acid / +7% temporal / +7% fire / +14% lightning / +7% cold Changes damage: +9% arcane Reduced damage from: +18% Summoned A belt that goes around your waist. Press to compare |
Filthspawner the drakeskin leather belt Filthspawner the drakeskin leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 43% Damage when hit (Melee): 8 nature / 8 fire Changes stats: +6 Str / +6 Dex / +7 Wil / +6 Cun Changes resistances: +3% acid Changes resistances penetration: +5% nature Changes damage: +21% nature Reduced damage from: +39% Summoned Physical save: +20 (+7 eff.) Spell save: +16 (+4 eff.) Mental save: +19 (+6 eff.) Maximum life: +64.00 A belt that goes around your waist. Press to compare |
drakeskin leather belt 'Gilyyaldil' drakeskin leather belt 'Gilyyaldil'Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +13.0% Changes stats: +5 Cun / +6 Dex Changes resistances: +9% blight Reduced damage from: +33% Summoned Spell save: +9 (+2 eff.) Mental save: +25 (+8 eff.) Hate when firing a critical mind attack: +2.00 Maximum life: +70.00 Mental crit. chance: +12% A belt that goes around your waist. Press to compare |
Glintwitch the cashmere cloak (2 def, 0 armour) Glintwitch the cashmere cloak (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +5 Defense: +2 (+0 eff.) Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +1 Cun / +3 Con Changes resistances: +12% light Physical save: +9 (+3 eff.) Maximum life: +40.00 Spell crit. chance: +6% Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. Press to compare |
Adareta (0 def, 3 armour) Adareta (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Str / +4 Mag / +1 Wil / +3 Con Spell save: +4 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +20.00 Lowers spell cool-downs by: 10% Movement speed: +20% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. A pair of boots made of leather. Press to compare |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 219.47 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. Press to compare |
hardened leather gloves 'Cuthinarigund' (0 def, 6 armour) hardened leather gloves 'Cuthinarigund' (0 def, 6 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +6 Damage (Melee): 5 acid / 11 darkness / 5 fire / 5 lightning / 5 cold Changes stats: +4 Wil / +3 Mag Changes resistances: +3% blight / +3% physical / +8% darkness Changes damage: +5% darkness Physical save: +7 (+2 eff.) Mental save: +30 (+10 eff.) Disarm immunity: +34% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
Torchbone the cashmere wizard hat (2 def, 0 armour) Torchbone the cashmere wizard hat (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 20 fire Changes stats: +5 Con / +4 Mag Changes resistances: +3% lightning / +5% temporal / +5% light / +14% fire / +5% nature / +5% acid / +5% blight / +5% cold / +6% darkness Changes damage: +10% arcane / +6% acid Equilibrium when hit: +1.50 Psi when hit: +1.40 Hate when hit: +1.60 It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 4.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 22 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 8 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... Press to compare |
cashmere wizard hat 'Blazelash' (2 def, 0 armour) cashmere wizard hat 'Blazelash' (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 40% chance to blind Damage when hit (Melee): 16 light Changes stats: +6 Mag / +5 Wil / +4 Con Changes resistances: +13% blight Changes damage: +8% arcane / +13% blight Spellpower: +4 (+1 eff.) It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 4.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 22 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 8 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... Press to compare |
elven-silk wizard hat 'Glaresmasher' (5 def, 0 armour) elven-silk wizard hat 'Glaresmasher' (5 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Ranged Defense: +2 (+0 eff.) Changes resistances: +30% light / +6% nature Changes damage: +20% light Mental save: +29 (+10 eff.) Pinning immunity: +15% Stun/Freeze immunity: +10% Mana each turn: +3.40 Mana when hit: +2.30 Equilibrium when hit: +3.00 Psi when hit: +3.00 Hate when hit: +2.50 Maximum mana: +108.00 Spellpower: +16 (+4 eff.) Spell crit. chance: +6% Light radius: +3 It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 13 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... Press to compare |
Healonslaught the hardened leather cap (0 def, 3 armour) Healonslaught the hardened leather cap (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +3 Fatigue: +3% Changes stats: +2 Str / +5 Mag / +4 Wil / +4 Con Changes resistances: +17% fire / +9% nature / +8% cold Changes resistances penetration: +5% nature Changes damage: +11% blight / +9% arcane / +3% nature Spell crit. chance: +3% A cap made of leather. Press to compare |
Demonkarma the drakeskin leather cap (8 def, 14 armour) Demonkarma the drakeskin leather cap (8 def, 14 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +1 Physical power: +4 (+1 eff.) Armour: +14 Defense: +8 (+2 eff.) Fatigue: +5% Damage when hit (Melee): 20 darkness Changes stats: +4 Dex / +9 Wil Changes resistances: +14% blight / +25% cold / +7% all Changes resistances penetration: +5% darkness Changes damage: +9% mind Allows you to breathe in: water Maximum encumbrance: +10 Physical save: +14 (+5 eff.) Mental save: +12 (+4 eff.) Stamina when hit: +3.00 Equilibrium when hit: +2.60 A cap made of leather. Press to compare |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 onyx 5 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald 4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 sapphire 4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 jade 12 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 turquoise 9 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 ruby 10 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 amber 7 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 bloodstone 4 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 fire opal 5 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. |
3 diamond 3 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 moonstone 3 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 pearl 2 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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
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. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot. |
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 30 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. |
1402 alchemist agate 1402 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. Press to compare |
44 alchemist bloodstone 44 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. Press to compare |
Balulen BalulenInfused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances penetration: +10% arcane Changes damage: +9% blight Mental save: +5 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +85.00 Spellpower: +2 (+0 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +6% Light radius: +3 Damage Shield penetration: +10% A normal brass lantern, enhanced by alchemy to make it brighter. Press to compare |
alchemist's lamp 'Gunugar' alchemist's lamp 'Gunugar'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 12 acid Changes stats: +3 Con Changes resistances: +7% blight Changes damage: +9% acid Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 5.00% Life regen: +3.80 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. Press to compare |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (130 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. Press to compare |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. Press to compare |
Eloyalaith (dig speed 13 turns) Eloyalaith (dig speed 13 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +3 Str Mental save: +27 (+9 eff.) Equilibrium when hit: +0.16 Maximum life: +40.00 Maximum stamina: +30.00 Mindpower: +14 (+5 eff.) Mental crit. chance: +2% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. Press to compare |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. Press to compare |
Eternity's Counter Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +15% all / +15% temporal Reduce damage by fixed amount: +0 all Changes damage: +0% all / +15% temporal Movement speed: +20% Combat speed: -15% Casting speed: -15% Mental speed: -15% Offers either offensive or defensive benefits, depending on the position of the sands. It can be used to flip the hourglass (sands currently flowing towards entropy), costing 20 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. Press to compare |
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. |
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. |
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 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 596.64 fire damage (based on Magic), costing 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
dragonbone totem of cure ailments 'Ivythra' [power 5] (10 cooldown) dragonbone totem of cure ailments 'Ivythra' [power 5] (10 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +5 Cun Maximum wards: +4 acid / +4 nature / +5 light Grants telepathy: Dragon Talents granted: +5 Rushing Claws +4 Lay Web +1 Ward Mental save: +6 (+2 eff.) Maximum psi: +10.00 Heals friendly targets nearby when you use a nature summon: +10 It can be used to remove up to 5 poisons or diseases from a target within range 9 (Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. Press to compare |
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.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
By What Used to be Homura the Skeleton Temporal Warden level 32
47th Regrowth 123rd year of Ascendancy at 06:23 see stats
By What Used to be Homura the Skeleton Temporal Warden level 31
26th Regrowth 123rd year of Ascendancy at 11:46 see stats
By What Used to be Homura the Skeleton Temporal Warden level 32
37th Regrowth 123rd year of Ascendancy at 14:24 see stats
By What Used to be Homura the Skeleton Temporal Warden level 33
48th Pyre 123rd year of Ascendancy at 21:04 see stats
By What Used to be Homura the Skeleton Temporal Warden level 38
1st Mirth 123rd year of Ascendancy at 07:31 see stats
By What Used to be Homura the Skeleton Temporal Warden level 41
5th Dusk 123rd year of Ascendancy at 00:13 see stats
By What Used to be Homura the Skeleton Temporal Warden level 46
64th Dusk 123rd year of Ascendancy at 02:05 see stats
By What Used to be Homura the Skeleton Temporal Warden level 37
71st Pyre 123rd year of Ascendancy at 18:12 see stats
By What Used to be Homura the Skeleton Temporal Warden level 36
64th Pyre 123rd year of Ascendancy at 22:01 see stats
By What Used to be Homura the Skeleton Temporal Warden level 12
19th Dusk 122nd year of Ascendancy at 17:47 see stats
By What Used to be Homura the Skeleton Temporal Warden level 35
59th Pyre 123rd year of Ascendancy at 13:05 see stats
By What Used to be Homura the Skeleton Temporal Warden level 35
59th Pyre 123rd year of Ascendancy at 10:19 see stats
By What Used to be Homura the Skeleton Temporal Warden level 50
65th Haze 123rd year of Ascendancy at 03:56 see stats
By What Used to be Homura the Skeleton Temporal Warden level 20
12nd Haze 122nd year of Ascendancy at 23:52 see stats
By What Used to be Homura the Skeleton Temporal Warden level 23
28th Haze 122nd year of Ascendancy at 02:06 see stats
By What Used to be Homura the Skeleton Temporal Warden level 50
58th Haze 123rd year of Ascendancy at 22:35 see stats
By What Used to be Homura the Skeleton Temporal Warden level 31
26th Regrowth 123rd year of Ascendancy at 12:07 see stats
By What Used to be Homura the Skeleton Temporal Warden level 42
5th Dusk 123rd year of Ascendancy at 13:00 see stats
By What Used to be Homura the Skeleton Temporal Warden level 22
26th Haze 122nd year of Ascendancy at 16:06 see stats
By What Used to be Homura the Skeleton Temporal Warden level 10
3rd Dusk 122nd year of Ascendancy at 06:04 see stats
By What Used to be Homura the Skeleton Temporal Warden level 20
12nd Haze 122nd year of Ascendancy at 19:24 see stats
By What Used to be Homura the Skeleton Temporal Warden level 30
13rd Regrowth 123rd year of Ascendancy at 13:03 see stats
By What Used to be Homura the Skeleton Temporal Warden level 40
8th Mirth 123rd year of Ascendancy at 05:48 see stats
By What Used to be Homura the Skeleton Temporal Warden level 50
37th Haze 123rd year of Ascendancy at 13:45 see stats
By What Used to be Homura the Skeleton Temporal Warden level 50
76th Haze 123rd year of Ascendancy at 21:34 see stats
By What Used to be Homura the Skeleton Temporal Warden level 50
38th Haze 123rd year of Ascendancy at 12:53 see stats
By What Used to be Homura the Skeleton Temporal Warden level 50
6th Decay 123rd year of Ascendancy at 05:43 see stats
By What Used to be Homura the Skeleton Temporal Warden level 50
65th Haze 123rd year of Ascendancy at 03:55 see stats
By What Used to be Homura the Skeleton Temporal Warden level 48
1st Time of Equilibrium 123rd year of Ascendancy at 17:36 see stats
By What Used to be Homura the Skeleton Temporal Warden level 16
66th Dusk 122nd year of Ascendancy at 03:06 see stats
By What Used to be Homura the Skeleton Temporal Warden level 23
27th Haze 122nd year of Ascendancy at 01:19 see stats
By What Used to be Homura the Skeleton Temporal Warden level 31
26th Regrowth 123rd year of Ascendancy at 22:50 see stats
By What Used to be Homura the Skeleton Temporal Warden level 36
68th Pyre 123rd year of Ascendancy at 07:15 see stats
By What Used to be Homura the Skeleton Temporal Warden level 50
8th Decay 123rd year of Ascendancy at 13:58 see stats
By What Used to be Homura the Skeleton Temporal Warden level 50
7th Decay 123rd year of Ascendancy at 02:35 see stats
By What Used to be Homura the Skeleton Temporal Warden level 10
8th Dusk 122nd year of Ascendancy at 02:05 see stats
By What Used to be Homura the Skeleton Temporal Warden level 31
26th Regrowth 123rd year of Ascendancy at 11:46 see stats
By What Used to be Homura the Skeleton Temporal Warden level 10
5th Dusk 122nd year of Ascendancy at 23:34 see stats
By What Used to be Homura the Skeleton Temporal Warden level 43
35th Dusk 123rd year of Ascendancy at 05:10 see stats
By What Used to be Homura the Skeleton Temporal Warden level 32
18th Pyre 123rd year of Ascendancy at 10:26 see stats
By What Used to be Homura the Skeleton Temporal Warden level 25
37th Haze 122nd year of Ascendancy at 16:26 see stats
By What Used to be Homura the Skeleton Temporal Warden level 17
5th Haze 122nd year of Ascendancy at 17:01 see stats
By What Used to be Homura the Skeleton Temporal Warden level 31
36th Regrowth 123rd year of Ascendancy at 04:46 see stats
Log
What Used to be Homura hits Training Dummy for 113 temporal damage.
What Used to be Homura's Shoot hits Training Dummy for 282 temporal, 141 temporal, 81 darkness, 83 temporal, 48 lightning, 56 temporal, 49 physical, 56 temporal, 28 temporal, 24 physical, 38 temporal (887 total damage).
What Used to be Homura's Shoot hits Training Dummy for 56 temporal, 49 physical, 56 temporal, 28 temporal, 24 physical (214 total damage).
What Used to be Homura's temporal clone hits Training Dummy for 318 temporal, 153 lightning (471 total damage).
What Used to be Homura's temporal clone hits Training Dummy for 40 temporal, 20 temporal, 17 physical, 413 temporal, 153 lightning (644 total damage).
What Used to be Homura's temporal clone hits Training Dummy for 121 temporal, 105 physical, , (slow 43%), 17 temporal, 15 physical, 22 temporal, 73 temporal, 63 physical, , (slow 43%), 17 temporal, 15 physical, 40 temporal, 20 temporal, 17 physical, 22 temporal, 413 temporal, 153 lightning (1113 total damage).
What Used to be Homura shoots!
Training Dummy is not dazed anymore.
Bleeding from What Used to be Homura's temporal clone hits Training Dummy for 4 temporal, 4 physical (8 total damage).
Training Dummy is not dazed anymore.
What Used to be Homura's temporal clone deactivates Contingency.
What Used to be Homura's temporal clone performs a melee critical strike against Training Dummy!
Training Dummy loses sight!
Training Dummy is not dazed anymore.
Training Dummy is dazed!
Training Dummy is dazed!
Training Dummy is dazed!
What Used to be Homura's Shoot hits Training Dummy for 310 temporal, 155 temporal, 68 darkness, 108 temporal, 48 lightning, 50 temporal (739 total damage).
What Used to be Homura hits Training Dummy for 294 temporal, 147 temporal, 65 darkness, 108 temporal, 48 lightning, 50 temporal (712 total damage).
What Used to be Homura's temporal clone hits Training Dummy for 318 temporal, 153 lightning (471 total damage).
What Used to be Homura's temporal clone hits Training Dummy for 52 temporal, 26 temporal, 23 physical, 52 temporal, 45 physical, 413 temporal, 153 lightning (765 total damage).
What Used to be Homura's temporal clone hits Training Dummy for 291 temporal, 252 physical, , (slow 43%), 22 temporal, 19 physical, 52 temporal, 26 temporal, 23 physical, 52 temporal, 45 physical, 28 temporal, 63 temporal, 55 physical, , (slow 43%), 22 temporal, 19 physical, 28 temporal, 413 temporal, 153 lightning (1565 total damage).
What Used to be Homura is no longer embeded in time.
What Used to be Homura deactivates Chant of Fortress.
What Used to be Homura deactivates Premonition.
What Used to be Homura deactivates Weapon Folding.
The shield around What Used to be Homura crumbles.
What Used to be Homura deactivates Contingency.