Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
| 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. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Select your Escorts 1.3.3Allows 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. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 50 / 2277% |
| Size | medium |
| Lifes / Deaths | Killed by Veletha the cutpurse at level 21 on the 64th Dusk 122nd year of Ascendancy at 20:07 4 / 3Killed by barrow wight at level 47 on the 30th Pyre 123rd year of Ascendancy at 18:01 Killed by Elandar at level 50 on the 11st Dusk 123rd year of Ascendancy at 08:01 |
Primary Stats
| Strength | 57 (base 20) |
| Dexterity | 63 (base 26) |
| Constitution | 39 (base 16) |
| Magic | 88 (base 66) |
| Willpower | 109 (base 60) |
| Cunning | 93 (base 60) |
Resources
| Paradox | 300 |
| Mana | 439/439 |
| Psi | 199/199 |
| Vim | 276/276 |
| Life | 1299/1299 |
| Positive | 136/177 |
| Stamina | 534/534 |
| Equilibrium | 140 |
| Healing Factor | 1.43 |
| Regeneration | 28.2425 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +145% |
Vision
| Sight | 10 |
| Lite | -994 |
| Infravision | 6 |
| See Stealth | 15 |
| See Invisible | 19 |
| Stealth | 63.0794385455 |
Offense: Mainhand
| Damage | 282 |
| Accuracy | 51 |
| Crit Chance | 73% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 67 |
| Crit Chance | 59% |
| Speed | 1 |
| Cooldown Reduction | 50 |
Offense: Mind
| Mindpower | 63 |
| Crit Chance | 63% |
| Speed | 1 |
Offense: Damage Bonus
| All | +7% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 25 (45%) |
| Defense | 45 |
| Ranged Defense | 45 |
| Fatigue | 0 |
| Physical Save | 53 |
| Spell Save | 74 |
| Mental Save | 54 |
Defense: Resistances
| All | + 7%( 70%) |
Defense: Immunities
| Pinning Resistance | 65% |
| Disarm Resistance | 45% |
| Bleed Resistance | 30% |
| Confusion Resistance | 99% |
| Silence Resistance | 94% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 52% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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 22% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 16% for 5 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse 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 unleash a manasurge upon yourself, increasing mana regeneration by 1351% for 10 turns and instantly restoring 68 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: 5 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 7. Its effects scale with your Constitution stat. |
Class Talents
| Spell / Meta | 1.00 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cunning / Stealth | 1.10 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Corruption / Blight | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Explosive admixtures | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Stone | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Spell / Staff combat | 1.40 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Stone alchemy | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Celestial / Light | 1.00 |
| 2/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Chant of Fortitude |
| talent | Stealth |
| talent | Dark Ritual |
| talent | Arcane Shield |
| talent | Crystalline Focus |
| talent | Essence of Speed |
| talent | Quicken Spells |
| talent | Shielding |
| talent | Beyond the Flesh |
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 and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | 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 grave | active |
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 again | active |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Xerebeth the emperor wight. Escort: lost sun paladin (level 4 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 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 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Porumira the wolf. Escort: temporal explorer (level 1 of Daikara) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved talent Precognition (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 8 of Dreadfell. Escort: temporal explorer (level 8 of Dreadfell)As a reward you improved talent Precognition (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * 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: 2385. | 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. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed ice ant stinger. * You've found the needed storm wyrm claw. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed warg claw. * You've found the needed green worm. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Bloomfury (143% power, 6 apr, physical element) Bloomfury (143% power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 144% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +20 nature When wielded/worn: Damage (Melee): 30 fire Changes stats: +2 Dex / +3 Wil Changes damage: +35% physical Talent granted: +1 Command Staff Critical mult.: +31.00% Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +35 (+9 eff.) Spell crit. chance: +5% Light radius: +1 See invisible: +12 It can be used to conjure elemental energy in a radius 10 cone, dealing 193.83 to 232.60 physical damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
| Quiver | 201 alchemist agate 201 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. |
| Light source | dwarven lantern 'Bokyndur' dwarven lantern 'Bokyndur'Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Physical power: +16 (+2 eff.) Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 16 acid Changes stats: +11 Wil Changes resistances: +6% blight Changes resistances penetration: +10% mind Critical mult.: +28.00% Mental save: +6 (+2 eff.) Light radius: +4 See stealth: +15 See invisible: +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | elven-silk wizard hat 'Umbrasmash' (3 def, 0 armour) elven-silk wizard hat 'Umbrasmash' (3 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 8 blight Changes resistances: +17% physical / +18% darkness / +25% nature Changes resistances penetration: +20% blight Changes damage: +24% darkness / +19% physical / +17% nature / +6% arcane Life regen: +6.00 Vim when firing critical spell: +2.00 Maximum hate: +15.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +7% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Damage Shield Power: +15% A pointy cloth hat, very wizardly... |
| On feet | Speedy (0 def, 5 armour) Speedy (0 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 4 nature / 4 blight Changes stats: +3 Dex / +6 Mag / +6 Wil / +4 Cun / +6 Con Changes resistances penetration: +9% physical Changes damage: +18% arcane Spell save: +6 (+2 eff.) Silence immunity: +50% Confusion immunity: +50% Stun/Freeze immunity: +49% Mana each turn: +0.12 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Lowers spell cool-downs by: 10% Mindpower: +9 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 5 grids from your target. A pair of boots made of leather. |
| Tool | Finally (dig speed 9 turns) Finally (dig speed 9 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +24.0% Physical power: +14 (+2 eff.) Changes stats: +22 Str / +6 Dex / +19 Wil / +3 Con Spell save: +21 (+6 eff.) Silence immunity: +10% Lowers spell cool-downs by: 10% Mental crit. chance: +29% Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Cyriyathra the Ravenparry Cyriyathra the RavenparryInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -8% Effects on melee hit: * 15% chance to inflict damage reduction Changes resistances: +6% blight / +30% fire / +9% temporal Changes resistances penetration: +5% darkness Changes damage: +15% fire Maximum encumbrance: +38 Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Confusion immunity: +34% Rings can have magical properties. |
| On fingers | voratun ring 'Relgederan' voratun ring 'Relgederan'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+4 eff.) Changes stats: +8 Cun / +8 Dex Changes resistances: +2% physical Spell save: +20 (+5 eff.) Disease immunity: +20% Cut immunity: +15% Silence immunity: +34% Disarm immunity: +45% Pinning immunity: +50% Knockback immunity: +42% Mana each turn: +0.23 Maximum life: +50.00 Maximum mana: +20.00 Rings can have magical properties. |
| Around neck | Hetteziladar HetteziladarInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Physical crit. chance: +4.0% Effects on melee hit: * 30% chance to corrode armour Changes stats: +4 Con / +5 Wil Changes resistances penetration: +5% blight Changes damage: +6% acid Critical mult.: +32.00% Physical save: +14 (+5 eff.) Life regen: +2.60 Mana when firing critical spell: +1.00 Maximum life: +67.00 Damage Shield penetration: +30% Amulets can have magical properties. |
| In main hand | Bolbum's Big Knocker (176% power, 10 apr, physical element) Bolbum's Big Knocker (176% power, 10 apr, physical element)Requires: - Magic 38 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 176% Range: 1.2x Uses stat: 190% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +10 Attack speed: 100% Damage (Melee): +10 % chance of confusion When wielded/worn: Accuracy: +7 (+2 eff.) Changes damage: +20% physical Talent mastery: +0.20 Spell / Staff combat Spellpower: +12 (+3 eff.) Spell crit. chance: +18% It can be used to activate talent Channel Staff (costing 9 power out of 20/20) : Effective talent level: 2.8 Power cost: 9 out of 20/20. Range: 8 Travel Speed: 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 92% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
| On hands | Gloredhewyn the Miredream (0 def, 2 armour) Gloredhewyn the Miredream (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +9 (+3 eff.) Physical power: +4 (+0 eff.) Armour: +2 Effects on melee hit: * Slows global speed by 15% Changes stats: +3 Cun / +3 Con Changes resistances: +7% darkness Reduces incoming crit damage: 10.00% Life regen: +3.70 Stamina each turn: +1.50 Maximum stamina: +39.00 Infravision radius: +2 It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 35 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Around waist | Taintrace the drakeskin leather belt Taintrace the drakeskin leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Defense: +21 (+7 eff.) Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 16 nature Changes stats: +1 Str / +2 Dex / +2 Cun Stealth bonus: +15 Life regen: +7.20 Infravision radius: +3 Healing mod.: +58% A belt that goes around your waist. |
| Cloak | Karin the cashmere cloak (13 def, 0 armour) Karin the cashmere cloak (13 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +13 (+5 eff.) Changes stats: +3 Str / +2 Con Changes resistances: +33% fire / +35% light / +3% cold Stealth bonus: +15 Cut immunity: +15% Confusion immunity: +5% Pinning immunity: +15% Knockback immunity: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Death's Embrace (18 def, 18 armour) Death's Embrace (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+6 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+3 eff.) Healing mod.: -15% It can be used to turn yourself invisible (power 40, based on Cunning and Magic) for 10 turns, costing 50 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 454 over 5 turns) regeneration infusion of the psychic (heal 454 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 454 life over 5 turns. Its effects scale with your 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. |
regeneration infusion of the sneak (heal 380 over 5 turns) regeneration infusion of the sneak (heal 380 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 380 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 10%; cure magical) wild infusion (resist 10%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 10% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 22%; cure mental) wild infusion (resist 22%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 22% for 5 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 26%; cure magical, physical) wild infusion of the duelist (resist 26%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 26% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 16%; cure magical, physical) wild infusion of the duelist (resist 16%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 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 16% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 30%; cure mental, physical) wild infusion of the psychic (resist 30%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 30% for 5 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the warrior (resist 16%; cure magical, physical) wild infusion of the warrior (resist 16%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use 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 cure yourself of one random magical or physical effect and reduce all damage taken by 16% for 5 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the warrior (resist 36%; cure mental) wild infusion of the warrior (resist 36%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 36% for 6 turns. Also removes cross-tier effects of the affected types for free. 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 (466% speed; 5 turns) movement infusion (466% speed; 5 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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 466% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 (505% speed; 8 turns) movement infusion (505% speed; 8 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: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 505% 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. 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 psychic (736% speed; 5 turns) movement infusion of the psychic (736% speed; 5 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 736% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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. |
movement infusion of the psychic (900% speed; 7 turns) movement infusion of the psychic (900% 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 900% 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 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. |
movement infusion of the sneak (991% speed; 9 turns) movement infusion of the sneak (991% speed; 9 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 991% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (736% speed; 8 turns) movement infusion of the sneak (736% speed; 8 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 736% 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 Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (765% speed; 6 turns) movement infusion of the sneak (765% speed; 6 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 765% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (909% speed; 6 turns) movement infusion of the wizard (909% speed; 6 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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 909% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
movement infusion of the wizard (577% speed; 6 turns) movement infusion of the wizard (577% speed; 6 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 577% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
Primal Infusion (affinity 14%; cure magical, physical, mental) Primal Infusion (affinity 14%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 14% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion of the psychic (+23 for 13 turns, die at -1078) heroism infusion of the psychic (+23 for 13 turns, die at -1078)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: 29 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 13 turns. While Heroism is active, you will only die when reaching -1078 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+20 for 12 turns, die at -953) heroism infusion of the sneak (+20 for 12 turns, die at -953)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 12 turns. While Heroism is active, you will only die when reaching -953 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+19 for 11 turns, die at -781) heroism infusion of the sneak (+19 for 11 turns, die at -781)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: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 11 turns. While Heroism is active, you will only die when reaching -781 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+18 for 12 turns, die at -715) heroism infusion of the wizard (+18 for 12 turns, die at -715)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: 26 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 18 for 12 turns. While Heroism is active, you will only die when reaching -715 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+18 for 9 turns, die at -497) heroism infusion of the wizard (+18 for 9 turns, die at -497)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: 28 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 18 for 9 turns. While Heroism is active, you will only die when reaching -497 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
manasurge rune of the duelist (1376% regen over 10 turns; 69 instant mana) manasurge rune of the duelist (1376% regen over 10 turns; 69 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1376% for 10 turns and instantly restoring 69 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
manasurge rune of the sneak (1043% regen over 10 turns; 52 instant mana) manasurge rune of the sneak (1043% regen over 10 turns; 52 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1043% for 10 turns and instantly restoring 52 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the wizard (1358% regen over 10 turns; 68 instant mana) manasurge rune of the wizard (1358% regen over 10 turns; 68 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1358% for 10 turns and instantly restoring 68 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
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. |
Balilehor the copper amulet Balilehor the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 8 acid Changes stats: +3 Cun / +2 Wil Changes resistances penetration: +5% acid Amulets can have magical properties. |
copper amulet of cunning (+3) copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Amulets can have magical properties. |
Earthen Beads Earthen BeadsInfused 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 40 power out of 40/40) : Effective talent level: 2.0 Power cost: 40 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 308 (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. |
Thunderripper the steel amulet Thunderripper the steel amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour * 15% chance to daze Damage when hit (Melee): 8 acid Changes resistances penetration: +10% acid Changes damage: +8% blight / +8% fire / +9% lightning Critical mult.: +12.00% Spellpower: +8 (+2 eff.) Amulets can have magical properties. |
Veluda the steel amulet Veluda the steel amuletPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +2 Fatigue: -4% Changes stats: +3 Str / +4 Dex / +2 Mag / +3 Cun / +3 Con Changes resistances: +3% mind / +6% temporal Changes damage: +4% acid / +4% fire / +5% cold / +5% lightning Life regen: +0.40 Stamina each turn: +0.30 Spellpower: +3 (+1 eff.) Spell crit. chance: +4% Movement speed: +10% Amulets can have magical properties. |
Betyriara the gold amulet Betyriara the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Changes stats: +2 Mag Changes resistances: +3% mind / +6% light Physical save: +20 (+7 eff.) Life regen: +2.80 Infravision radius: +3 Amulets can have magical properties. |
Flashrip FlashripPowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze Changes stats: +3 Mag Changes resistances: +3% lightning / +15% temporal / +6% darkness Changes damage: +9% lightning Cut immunity: +50% Pinning immunity: +28% Knockback immunity: +33% Healing mod.: +19% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 384 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
clarifying gold amulet of murder clarifying gold amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +5 Physical crit. chance: +3.0% Changes resistances: +19% mind Critical mult.: +16.00% Confusion immunity: +20% Amulets can have magical properties. |
vitalizing gold amulet vitalizing gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Con Physical save: +10 (+3 eff.) Life regen: +2.10 Maximum life: +38.00 Amulets can have magical properties. |
Taintborn TaintbornPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +2 (+0 eff.) Fatigue: -8% Damage when hit (Melee): 12 nature / 16 physical Changes stats: +7 Str Changes resistances penetration: +10% physical Teleport immunity: +50% Life regen: +3.20 Healing mod.: +20% It can be used to teleport you randomly (rad 52), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
restful stralite amulet of teleportation restful stralite amulet of teleportationPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -7% Teleport immunity: +50% Life regen: +3.40 It can be used to teleport you randomly (rad 41), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
Garkul's Teeth Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+6 eff.) Mental save: +18 (+6 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 4.0 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 352.89 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Nimbuspower NimbuspowerInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze Changes stats: +3 Cun Changes resistances: +22% lightning Changes damage: +11% lightning Reduces incoming crit damage: 5.00% Infravision radius: +2 Rings can have magical properties. |
copper ring 'Betomina' copper ring 'Betomina'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Disarm immunity: +22% Pinning immunity: +24% Knockback immunity: +25% Equilibrium when hit: +0.16 Maximum life: +24.00 Mindpower: +4 (+1 eff.) Rings can have magical properties. |
mule's copper ring mule's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +20 Rings can have magical properties. |
rogue's copper ring rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Rings can have magical properties. |
Ravenpython RavenpythonPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +9 Armour: +8 Defense: +9 (+3 eff.) Changes stats: +4 Str / +3 Mag Changes resistances: +6% darkness Changes resistances penetration: +5% darkness / +5% mind Changes damage: +15% darkness / +3% mind Spell save: +6 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
mule's steel ring of corrosion (+24%) mule's steel ring of corrosion (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes resistances: +24% acid Changes damage: +12% acid Maximum encumbrance: +25 Rings can have magical properties. |
warrior's steel ring of perseverance warrior's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Stun/Freeze immunity: +24% Life regen: +0.80 Rings can have magical properties. |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
gladiator's gold ring of sensing gladiator's gold ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +5 (+0 eff.) Changes stats: +4 Str / +5 Con Blindness immunity: +24% Infravision radius: +4 See stealth: +7 See invisible: +9 Rings can have magical properties. |
gold ring 'Bregedunalathandil' gold ring 'Bregedunalathandil'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +10 (+4 eff.) Changes stats: +5 Cun Changes resistances: +12% light Teleport immunity: +15% Rings can have magical properties. |
gold ring 'Garibeth' gold ring 'Garibeth'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +17 (+5 eff.) Changes stats: +7 Cun / +7 Dex Changes resistances penetration: +15% physical Reduces incoming crit damage: 10.00% Maximum life: +30.00 Rings can have magical properties. |
Eroregoldil the stralite ring Eroregoldil the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 12 mind Changes resistances penetration: +10% mind Disarm immunity: +44% Pinning immunity: +44% Knockback immunity: +44% Hate when firing a critical mind attack: +2.00 Maximum life: +42.00 Maximum psi: +40.00 Rings can have magical properties. |
stralite ring 'Glorudhetta' stralite ring 'Glorudhetta'Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +19 (+3 eff.) Damage when hit (Melee): 4 mind Changes resistances: +19% acid / +3% temporal / +21% cold / +19% fire / +6% mind / +21% lightning Changes resistances penetration: +10% mind / +5% temporal Changes damage: +3% temporal Spellpower: +19 (+5 eff.) Mindpower: +19 (+4 eff.) Rings can have magical properties. |
voratun ring 'Cinderstriker' voratun ring 'Cinderstriker'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +48 (+13 eff.) Armour penetration: +15 Defense: +16 (+6 eff.) Damage when hit (Melee): 4 nature / 8 fire Changes stats: +10 Cun / +16 Dex Changes resistances: +6% blight / +9% fire / +6% light Changes resistances penetration: +10% fire Changes damage: +6% fire It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
voratun ring 'Xanussra' voratun ring 'Xanussra'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 40% chance to corrode armour Damage when hit (Melee): 16 blight Changes resistances: +70% cold Changes damage: +18% blight / +35% cold / +3% acid Life regen: +1.30 Maximum life: +91.00 Healing mod.: +27% Rings can have magical properties. |
Awakened Staff of Absorption (172% power, 60 apr, fire element) Awakened Staff of Absorption (172% 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. Power: 172% Range: 1.2x Uses stat: 180% 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 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." |
Kinetic Spike (147% power, 40 apr) Kinetic Spike (147% power, 40 apr)Requires: - Willpower 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 48% Wil, 50% Mag, 24% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +40 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +15 (+2 eff.) Changes resistances penetration: +30% physical Talent mastery: +0.20 Psionic / Augmented striking It can be used to fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage, costing 10 power out of 10/10. A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
silk robe 'Armahell' (3 def, 0 armour) silk robe 'Armahell' (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 8 mind Changes stats: +3 Dex / +11 Mag / +11 Wil Changes resistances penetration: +10% physical Changes damage: +18% arcane Silence immunity: +31% Stamina each turn: +0.20 Mana each turn: +0.21 Psi each turn: +0.28 Equilibrium when hit: +0.04 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +49.00 Spellpower: +13 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Black Robe (6 def, 0 armour) Black Robe (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Defense: +6 (+2 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Spell save: +25 (+6 eff.) Blindness immunity: +50% Spellpower: +30 (+8 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). Talent on hit(spell): Bone Spear (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
elven-silk robe 'Adedathra' (9 def, 2 armour) elven-silk robe 'Adedathra' (9 def, 2 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +2 Defense: +9 (+3 eff.) Changes stats: +5 Cun / +1 Wil Changes resistances: +22% lightning / +3% mind Changes damage: +15% lightning Critical mult.: +32.00% Physical save: +17 (+6 eff.) Mental save: +6 (+2 eff.) Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+5 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Girdle of Preservation Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+5 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+5 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+4 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Mindpower: +6 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 10 power out of 25/25) : Effective talent level: 3.0 Power cost: 10 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 63 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. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 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 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 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. |
stealthy pair of hardened leather boots of disengagement (0 def, 3 armour) stealthy pair of hardened leather boots of disengagement (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +7 Dex / +3 Cun / +7 Lck Stealth bonus: +8 It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 3 grids from your target. A pair of boots made of leather. |
Aetherwalk (6 def, 0 armour) Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+2 eff.) It can be used to phase door up to range 6, within radius 2 of the target location, costing 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Chydil (10 def, 14 armour) Chydil (10 def, 14 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+4 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +5% Effects on melee hit: * 15% chance to corrode armour * 20% chance to disease Changes stats: +6 Con / +9 Wil Changes resistances penetration: +10% physical Spell save: +9 (+3 eff.) Silence immunity: +50% Confusion immunity: +50% Stun/Freeze immunity: +50% Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +11 Mindpower: +8 (+2 eff.) Infravision radius: +3 It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 16 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
pair of dwarven-steel boots 'Pitchwinter' (0 def, 4 armour) pair of dwarven-steel boots 'Pitchwinter' (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 15% chance to inflict damage reduction Changes stats: +3 Mag / +4 Wil / +3 Cun / +4 Con Changes resistances: +9% darkness Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 10.00% Physical save: +12 (+4 eff.) Mental save: +15 (+5 eff.) Stamina each turn: +0.60 Maximum stamina: +10.00 See invisible: +3 It can be used to blink to a nearby random location (rad 7), putting all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of dwarven-steel boots of phasing (0 def, 4 armour) wanderer's pair of dwarven-steel boots of phasing (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Mag / +3 Wil / +3 Cun / +3 Con Physical save: +19 (+6 eff.) Mental save: +16 (+5 eff.) It can be used to blink to a nearby random location (rad 9), putting all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)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 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+3 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 32 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. |
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 (+1 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+3 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. |
Searoblivion the hardened leather gloves (0 def, 2 armour) Searoblivion the hardened leather gloves (0 def, 2 armour)Powered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 11 arcane Damage when hit (Melee): 8 blight / 4 fire Changes stats: +7 Mag / +8 Wil Changes resistances: +13% arcane Changes damage: +6% blight Life regen: +7.00 Stamina each turn: +2.30 Psi each turn: +0.28 Maximum stamina: +21.00 It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Galescar the drakeskin leather gloves (0 def, 3 armour) Galescar the drakeskin leather gloves (0 def, 3 armour)Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +15 Armour: +3 Effects on melee hit: * 15% chance to daze Damage (Melee): 14 blight / 15 nature Changes stats: +9 Dex / +1 Wil / +9 Cun Changes resistances: +10% nature / +9% blight Changes resistances penetration: +5% arcane Changes damage: +11% nature / +17% blight Spell save: +29 (+7 eff.) Life regen: +5.70 Stamina each turn: +1.30 Psi each turn: +0.31 It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
elven-silk wizard hat 'Arisevena' (3 def, 0 armour) elven-silk wizard hat 'Arisevena' (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +3 Wil / +1 Mag Changes resistances: +30% light Changes resistances penetration: +15% blight Changes damage: +20% light Spell save: +12 (+3 eff.) Mana when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +1% A pointy cloth hat, very wizardly... |
Hathesus (1 def, 0 armour) Hathesus (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +16% nature Changes resistances penetration: +5% arcane Changes damage: +11% nature Mana when firing critical spell: +2.00 Maximum vim: +10.00 Infravision radius: +1 A pointy cloth hat, very wizardly... |
Radiancesquall (2 def, 0 armour) Radiancesquall (2 def, 0 armour)Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +11 Wil Changes resistances: +6% nature / +9% blight Changes resistances penetration: +5% light Physical save: +19 (+6 eff.) Life regen: +0.60 Only die when reaching: -60.00 life Maximum life: +10.00 Light radius: +2 A pointy cloth hat, very wizardly... |
Salibrethra the Magmadredge (2 def, 0 armour) Salibrethra the Magmadredge (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 4 arcane / 16 fire Changes stats: +5 Mag / +4 Wil Changes resistances: +7% physical / +9% darkness / +12% fire Changes damage: +9% physical / +8% darkness / +13% arcane Maximum mana: +30.00 Maximum hate: +8.00 Spellpower: +4 (+1 eff.) Mindpower: +7 (+1 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
Velura the dwarven-steel helm (0 def, 4 armour) Velura the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 4 physical Changes stats: +8 Dex Changes resistances: +19% darkness Changes damage: +6% blight Reduces incoming crit damage: 5.00% Physical save: +6 (+2 eff.) Only die when reaching: -20.00 life Maximum life: +40.00 Infravision radius: +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Iverann the Glittertouch (2 def, 5 armour) Iverann the Glittertouch (2 def, 5 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +5% Changes stats: +10 Dex / +5 Wil / +5 Cun Changes resistances: +18% mind / +6% arcane Changes resistances penetration: +5% light Mental save: +20 (+6 eff.) Blindness immunity: +10% Poison immunity: +5% Confusion immunity: +42% Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +20.00 Mindpower: +6 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 ametrine 2 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% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+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.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 jade 3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 bloodstone 3 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% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 fire opal 2 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% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 diamond 11 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 When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 moonstone 2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 pearl 3 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) 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. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire 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. |
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. |
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. |
Resonating Diamond Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
334 alchemist agate 334 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. |
44 alchemist ametrine 44 alchemist ametrine0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: Lights terrain (power 10) Gems can be sold for money or used in arcane rituals. |
124 alchemist opal 124 alchemist opal0.00 Encumbrance. Type: alchemist-gem / blue ; tier 2 When used as an alchemist bomb: Bomb damage +10% Gems can be sold for money or used in arcane rituals. |
244 alchemist onyx 244 alchemist onyx0.00 Encumbrance. Type: alchemist-gem / black ; tier 3 When used as an alchemist bomb: Bomb damage +15% Gems can be sold for money or used in arcane rituals. |
133 alchemist lapis lazuli 133 alchemist lapis lazuli0.00 Encumbrance. Type: alchemist-gem / blue ; tier 3 When used as an alchemist bomb: Mana regain 30 Gems can be sold for money or used in arcane rituals. |
59 alchemist garnet 59 alchemist garnet0.00 Encumbrance. Type: alchemist-gem / red ; tier 3 When used as an alchemist bomb: Life regen 5% of max life Gems can be sold for money or used in arcane rituals. |
Brandjam the brass lantern Brandjam the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% fire Changes resistances penetration: +15% fire Maximum life: +43.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
alchemist's lamp 'Flowermoon' alchemist's lamp 'Flowermoon'Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +11 (+4 eff.) Damage when hit (Melee): 4 mind Changes stats: +2 Cun / +1 Wil Changes resistances: +6% nature Changes damage: +6% nature Physical save: +16 (+5 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+5 eff.) Psi when hit: +0.08 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Flowerbringer the dwarven lantern Flowerbringer the dwarven lanternPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +1.0% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 29 fire Changes stats: +11 Cun / +4 Str Changes resistances: +15% blight / +10% fire / +13% darkness / +3% physical Critical mult.: +3.00% Reduces incoming crit damage: 10.00% Spellpower: +6 (+2 eff.) Spell crit. chance: +6% Light radius: -6 Infravision radius: +15 See invisible: +15 Healing mod.: +5% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 22 blight damage or heals 31 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Cyrylera' dwarven lantern 'Cyrylera'Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Fatigue: -8% Damage when hit (Melee): 8 physical Changes stats: +2 Con Changes resistances: +3% physical Changes damage: +6% physical Mental save: +37 (+11 eff.) Mindpower: +18 (+4 eff.) Mental crit. chance: +23% Light radius: +4 See stealth: +22 See invisible: +24 Healing mod.: +5% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
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 (156 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
dwarven-steel pickaxe 'Gloreba' (dig speed 15 turns) dwarven-steel pickaxe 'Gloreba' (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +6 Physical power: +7 (+1 eff.) Damage when hit (Melee): 16 arcane Changes stats: +2 Str Changes resistances: +5% arcane Changes resistances penetration: +5% arcane Changes damage: +6% arcane Critical mult.: +16.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Blastsun (dig speed 17 turns) Blastsun (dig speed 17 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +13.0% Damage when hit (Melee): 4 lightning / 16 fire Changes stats: +15 Str / +5 Mag / +7 Wil / +2 Con Changes resistances: +9% blight Changes resistances penetration: +10% lightning Changes damage: +3% blight Maximum mana: +45.00 Spell crit. chance: +9% Mental crit. chance: +15% Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
meh (dig speed 12 turns) meh (dig speed 12 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +12.0% Physical power: +10 (+1 eff.) Effects on melee hit: * 47% chance to blind Changes stats: +17 Str / +5 Dex / +10 Wil / +6 Cun / +4 Con Changes resistances penetration: +10% blight Changes damage: +9% acid / +15% light Mental crit. chance: +15% Light radius: +1 Infravision radius: +6 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, 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 Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / 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 to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
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 Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 238/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 684.48 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Armogorn [power 55] (20 cooldown) Armogorn [power 55] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +2 Cun Maximum wards: +2 physical / +3 mind / +3 darkness Talent granted: +1 Ward Critical mult.: +10.00% Mental save: +13 (+4 eff.) Maximum hate: +2.00 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 55 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of psychoportation 'Lightwreath' [power 28] (30 cooldown) steel torque of psychoportation 'Lightwreath' [power 28] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 12 light Changes resistances penetration: +10% light Changes damage: +9% light Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +2 Telekinetic Blast It can be used to teleport randomly (rad 28), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of clear mind 'Cinderkarma' [power 2] (10 cooldown) dwarven-steel torque of clear mind 'Cinderkarma' [power 2] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 4 acid Maximum wards: +2 physical / +3 mind / +3 darkness Changes resistances penetration: +10% fire Changes damage: +9% fire Talent granted: +1 Ward 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 10 turns. Torques are made by powerful psionics to store psionic powers. |
Blazeschism the voratun torque of clear mind [power 5] (10 cooldown) Blazeschism the voratun torque of clear mind [power 5] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 16 light Changes resistances: +3% mind / +3% light Changes damage: +12% light Light radius: +2 It can be used to absorb and nullify at most 5 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 12 hate. Torques are made by powerful psionics to store psionic powers. |
psionic voratun torque of psychoportation [power 58] (30 cooldown) psionic voratun torque of psychoportation [power 58] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to teleport randomly (rad 58), putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 10 psi. Torques are made by powerful psionics to store psionic powers. |
voratun torque of mindblast 'Islominor' [power 293] (7 cooldown) voratun torque of mindblast 'Islominor' [power 293] (7 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +3 Str Maximum wards: +3 physical / +5 mind / +4 darkness Talent cooldown: Telekinetic Blast (+5 turn) Talents granted: +5 Telekinetic Blast +1 Ward Critical mult.: +10.00% Spell save: +20 (+5 eff.) Mana when firing critical spell: +3.00 Vim when firing critical spell: +3.00 It can be used to fire a blast of psionic energies in a range 10 beam dealing 156.76 to 313.51 mind damage, putting all charms on cooldown for 7 turns. Torques are made by powerful psionics to store psionic powers. |
Aluleg the ash totem of thorny skin [power 22] (21 cooldown) Aluleg the ash totem of thorny skin [power 22] (21 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 It can be used to harden the skin for 7 turns increasing armour by 22 and armour hardiness by 40%, putting all charms on cooldown for 21 turns. When used: 100% chance to regenerate 3 equilibrium. Natural totems are made by powerful wilders to store nature power. |
elven-wood wand of clairvoyance 'Isuwyn' [power 16] (10 cooldown) elven-wood wand of clairvoyance 'Isuwyn' [power 16] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Damage when hit (Melee): 4 temporal Changes resistances: +3% mind / +9% temporal Maximum wards: +5 lightning / +5 temporal / +5 blight / +5 fire / +3 cold Changes resistances penetration: +5% arcane / +15% mind Changes damage: +6% mind Talent granted: +1 Ward Maximum vim: +17.00 It can be used to reveal the area around you, dispelling darkness (radius 16, power 86 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Flamebearer [power 123] (15 cooldown) Flamebearer [power 123] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 4 mind / 8 fire Changes resistances: +6% fire Maximum wards: +5 lightning / +3 temporal / +4 blight / +4 fire / +4 cold Changes resistances penetration: +15% fire / +5% darkness / +15% mind Talents granted: +3 Strike +1 Ward It can be used to disarm traps (123 bonus disarm power, based on Magic) along a range 4 line, putting all charms on cooldown for 15 turns. When used: 100% chance to regenerate 10 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By BoomBoom the Cornac Adventurer level 36
21st Regrowth 123rd year of Ascendancy at 18:31 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By BoomBoom the Cornac Adventurer level 50
42nd Pyre 123rd year of Ascendancy at 09:12 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By BoomBoom the Cornac Adventurer level 42
3rd Pyre 123rd year of Ascendancy at 18:47 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By BoomBoom the Cornac Adventurer level 43
8th Pyre 123rd year of Ascendancy at 11:36 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By BoomBoom the Cornac Adventurer level 40
79th Regrowth 123rd year of Ascendancy at 01:51 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By BoomBoom the Cornac Adventurer level 27
62nd Haze 122nd year of Ascendancy at 03:15 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By BoomBoom the Cornac Adventurer level 11
16th Dusk 122nd year of Ascendancy at 05:40 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By BoomBoom the Cornac Adventurer level 39
74th Regrowth 123rd year of Ascendancy at 12:41 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By BoomBoom the Cornac Adventurer level 48
32nd Pyre 123rd year of Ascendancy at 23:55 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By BoomBoom the Cornac Adventurer level 50
11st Dusk 123rd year of Ascendancy at 12:05 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By BoomBoom the Cornac Adventurer level 24
8th Haze 122nd year of Ascendancy at 08:31 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By BoomBoom the Cornac Adventurer level 12
32nd Dusk 122nd year of Ascendancy at 14:58 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By BoomBoom the Cornac Adventurer level 50
2nd Dusk 123rd year of Ascendancy at 14:59 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By BoomBoom the Cornac Adventurer level 35
4th Regrowth 123rd year of Ascendancy at 12:16 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By BoomBoom the Cornac Adventurer level 45
8th Pyre 123rd year of Ascendancy at 23:41 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By BoomBoom the Cornac Adventurer level 10
8th Dusk 122nd year of Ascendancy at 19:38 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By BoomBoom the Cornac Adventurer level 20
60th Dusk 122nd year of Ascendancy at 08:12 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By BoomBoom the Cornac Adventurer level 30
76th Haze 122nd year of Ascendancy at 19:36 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By BoomBoom the Cornac Adventurer level 40
74th Regrowth 123rd year of Ascendancy at 22:43 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By BoomBoom the Cornac Adventurer level 50
37th Pyre 123rd year of Ascendancy at 06:06 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By BoomBoom the Cornac Adventurer level 50
72nd Pyre 123rd year of Ascendancy at 05:31 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By BoomBoom the Cornac Adventurer level 50
37th Pyre 123rd year of Ascendancy at 08:12 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By BoomBoom the Cornac Adventurer level 23
76th Dusk 122nd year of Ascendancy at 03:49 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By BoomBoom the Cornac Adventurer level 36
15th Regrowth 123rd year of Ascendancy at 02:01 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By BoomBoom the Cornac Adventurer level 25
59th Haze 122nd year of Ascendancy at 18:38 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By BoomBoom the Cornac Adventurer level 39
74th Regrowth 123rd year of Ascendancy at 21:52 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By BoomBoom the Cornac Adventurer level 50
11st Dusk 123rd year of Ascendancy at 12:04 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By BoomBoom the Cornac Adventurer level 10
9th Dusk 122nd year of Ascendancy at 21:33 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By BoomBoom the Cornac Adventurer level 50
56th Pyre 123rd year of Ascendancy at 09:03 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By BoomBoom the Cornac Adventurer level 50
7th Dusk 123rd year of Ascendancy at 01:49 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By BoomBoom the Cornac Adventurer level 11
24th Dusk 122nd year of Ascendancy at 10:32 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By BoomBoom the Cornac Adventurer level 50
76th Pyre 123rd year of Ascendancy at 17:31 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By BoomBoom the Cornac Adventurer level 35
4th Regrowth 123rd year of Ascendancy at 13:09 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By BoomBoom the Cornac Adventurer level 29
73rd Haze 122nd year of Ascendancy at 03:31 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By BoomBoom the Cornac Adventurer level 33
1st Wintertide 123rd year of Ascendancy at 18:27 see stats
Log
You gain 1.50 gold from the transmogrification of wild infusion of the titan (resist 29%; cure magical).
Saving done.
There is an exit to the worldmap here (press '' or right click to use).
You feel mildly anxious, and walk with caution.
Saving game...
Saving done.
Hotkey page 2 is now displayed.
Hotkey page 3 is now displayed.
Space around you starts to dissolve...
Hotkey page 2 is now displayed.
Hotkey page 1 is now displayed.
Resting starts...
Rested for 4 turns (stop reason: all resources and life at maximum).
Resting starts...
You are yanked out of this place!
Rested for 54 turns (stop reason: saving).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
BoomBoom deactivates Arcane Shield.
BoomBoom deactivates Quicken Spells.
BoomBoom deactivates Shielding.
BoomBoom deactivates Stealth.
BoomBoom deactivates Crystalline Focus.
BoomBoom deactivates Dark Ritual.
BoomBoom deactivates Chant of Fortitude.
BoomBoom deactivates Beyond the Flesh.
BoomBoom deactivates Essence of Speed.
