










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
QuickTome: Event Changes 1.3.1 Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Insane/Madness Last Hope Spawn 1.4.6Spawns the player directly in Last Hope if it detects the game is set to Insane or Madness difficulty. The starting quest is forced to the default Allied Kingdoms quest, "Of trolls and damp caves". ZOmnibus Addon Pack 1.5.0Combines 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: Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.5.0Donators/Buyers bonus! Easy Map 1.4.0This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Succor and easement 1.0.1INFO: This mod is *defunct*. Dead and buried. Been for years now. To be honest, I've been hoping something similar would make it into the main game but it never did. Which I will forever be miffed by :). There are alternatives (for both, the alchemist part and the escort part), check the comments, search the addons. I keep it here for those few who might want to play an older version of the game or for coding reference. --- Old description: A few things to make rng less random with regards to character build (because I really, really dislike it when a build is subject to randomness). This includes and is limited to: It does make the game easier. Not in a significant way but use at risk to your own pride. Formerly "known" as Succor and easement. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Possessor Bonus Class 1.5.4Donators/Buyers bonus! QuickTome: Orb of Communication 1.3.1 Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Mex's Start Rebalance 1.5.0Removes start scumming and drowning and replaces them with rebalance changes. Full details in discussion thread. planned v5 - remove all artifact generation from shops, figure out how to add phy/men wilds v4 - added steamsaw/guns to old man v3 - added dispersion (last hope), track (derth), burrow (shatur) and short staff (angolwen) to shops v2 - rebalanced the old man randart power/egos, now equivalent to what would usually drop from a boss on the relevant difficulties, insane players get 2 tier 3s, madness get 2 tier 5s |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Archer |
| Level / Exp | 50 / 1755% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton master archer at level 32 on the 13rd Regrowth 123rd year of Ascendancy at 17:46 4 / 3Killed by Poletta the patchwork troll at level 36 on the 63rd Regrowth 123rd year of Ascendancy at 20:43 Killed by worm that walks at level 45 on the 3rd Dusk 123rd year of Ascendancy at 23:10 |
Primary Stats
| Strength | 106 (base 64) |
| Dexterity | 125 (base 66) |
| Constitution | 42 (base 12) |
| Magic | 84 (base 60) |
| Willpower | 27 (base 11) |
| Cunning | 101 (base 36) |
Resources
| Life | 1131/1131 |
| Steam | 70/100 |
| Stamina | 248/248 |
| Psi | 143/143 |
| Healing Factor | 1.2264150943396 |
| Regeneration | 1.7783018867924 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 23 |
| Infravision | 10 |
| See Stealth | 92.053173795897 |
| See Invisible | 95.053173795897 |
Offense: Mainhand
| Damage | 281 |
| Accuracy | 101 |
| Crit Chance | 110% |
| APR | 45 |
| Speed | 0.60 |
Offense: Spell
| Spellpower | 50 |
| Crit Chance | 54% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 51% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +21% |
| Physical | +36% |
| Blight | +16% |
| Arcane | +16% |
| Darkness | +22% |
| All | +7% |
Offense: Damage Penetration
| Nature | +20% |
| Physical | +74% |
| Blight | +5% |
| Arcane | +15% |
| Fire | +30% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 82 (85.376569037657%) |
| Defense | 84 |
| Ranged Defense | 88 |
| Fatigue | 0 |
| Physical Save | 56 |
| Spell Save | 45 |
| Mental Save | 56 |
Defense: Resistances
| Acid | + 49%( 70%) |
| Blight | + 43%( 70%) |
| Arcane | + 34%( 70%) |
| Cold | + 49%( 70%) |
| All | + 22%( 70%) |
| Darkness | + 28%( 70%) |
| Light | + 49%( 70%) |
| Temporal | + 31%( 70%) |
| Mind | + 27%( 70%) |
| Physical | + 28%( 70%) |
| Fire | + 48%( 70%) |
| Nature | + 65%( 70%) |
Defense: Immunities
| Disarm Resistance | 10% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 40% |
| Knockback Resistance | 10% |
| Stun Resistance | 100% |
| Poison Resistance | 67% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 204% efficiency and cooldown mod of 57%. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 236% efficiency and cooldown mod of 50%. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 943% 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 Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 11 turns. While Heroism is active, you will only die when reaching -925 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Technique / Munitions | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 4/5 |
| Technique / Archery training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Archery prowess | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 2/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.20 |
| 2/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Aim |
| talent | Intuitive Shots |
| talent | Piercing Ammunition |
| talent | Trained Reactions |
| talent | Chant of Fortress |
| talent | Concealment |
| beneficial effect | The target is concealed, increasing sight and attack range by 3 and chance to avoid damage by 45%. Concealment |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | 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 againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul) | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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 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: 373. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. 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 hummerhorn wing. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed skeleton mage skull. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. 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 within8 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
| On feet | Duvaneg (31 def, 11 armour) Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +11 Defense: +31 (+6 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +5% Changes stats: +4 Str / +3 Con Changes resistances: +14% fire / +6% mind / +10% cold Talent granted: +5 Rocket Boots Reduces incoming crit damage: 5.00% Physical save: +0 (+0 eff.) Mental save: +9 (+3 eff.) Poison immunity: +5% Disarm immunity: +10% Pinning immunity: +0% Knockback immunity: +0% Teleport immunity: +0% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 3.6 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 38% chance to evade melee and ranged attacks and 51 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Quiver | Rootmaster the quiver of dragonbone arrows (19/19, 168% power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 168% Range: 1.4x Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +23.0% Capacity: 19 On weapon hit: * 47% chance to gain 10% of a turn (3/turn limit) * Slows global speed by 40% * 20% chance to torment the target On weapon crit: * cripple the target * splashes the target with acid Damage (Ranged): +24 acid / +4 temporal / +71 darkness / +27 mind / +8 nature Burst (radius 1) on hit: +12 nature Damage against: +30% Living Arrows are used with bows to pierce your foes to death. |
| Light source | GlakiraPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +2 Physical crit. chance: +1.0% Damage when hit (Melee): 30 fire Changes resistances: +10% fire / +15% light / +6% temporal Changes resistances penetration: +15% arcane Changes damage: +15% darkness Damage affinity(heal): +5% darkness Mental save: +14 (+4 eff.) Blindness immunity: +45% Poison immunity: +10% Disease immunity: +5% Confusion immunity: +30% Knockback immunity: +10% Light radius: +10 Infravision radius: +5 See stealth: +47 See invisible: +50 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 172.48 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Eastern Wood Hat (15 def, 0 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +65 (+11 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +15 (+3 eff.) Changes stats: +12 Cun / +18 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Mental save: +0 (+0 eff.) Blindness immunity: +100% Light radius: +7 Steam crit. chance: +15% This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
| Tool | quick dwarven-steel torque of psychoportation [power 30] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 30), putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+2 eff.) Armour: +6 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 17 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 13 bleed Changes stats: +17 Cun / +8 Dex Changes resistances: +28% acid / +5% arcane Changes damage: +14% acid / +9% physical Hate when firing a critical mind attack: +3.00 Maximum life: +40.00 Maximum hate: +12.00 Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, putting all charms on cooldown for 1 turns. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | Blindvengeance the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Armour: +20 Changes stats: +20 Str / +8 Con Changes resistances: +27% blight / +30% nature / +12% light Changes resistances penetration: +20% nature / +20% fire Poison immunity: +52% Disease immunity: +60% Light radius: +3 Rings can have magical properties. |
| Around waist | Ragudin the hardened leather belt Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +3 Dex / +5 Cun / +4 Con Changes resistances: +6% acid / +8% light / +8% darkness Critical mult.: +3.00% Physical save: +3 (+1 eff.) Maximum life: +81.00 Maximum mana: +33.00 Maximum stamina: +41.00 Maximum hate: +13.00 Maximum psi: +26.00 Maximum vim: +25.00 Maximum pos.energy: +24.00 Maximum neg.energy: +26.00 Mental crit. chance: +7% Reduces paradox anomalies(equivalent to willpower): +14 A belt that goes around your waist. |
| In main hand | dragonbone longbow 'Zudur' Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +0 Crit. chance: +0.0% Attack speed: 167% Firing range: +10 On weapon hit: * flashes light on your target dealing 120 damage Travel speed: +400% Burst (radius 2) on crit: +4 temporal Damage against: +0% Undead / +0% Demon / +0% Horror When wielded/worn: Accuracy: +23 (+4 eff.) Physical crit. chance: +12.0% Changes resistances: +6% temporal Changes resistances penetration: +38% physical Critical mult.: +20.00% Maximum encumbrance: +10 Maximum stamina: +20.00 Damage Shield penetration: +78% Longbows are used to shoot arrows at your foes. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Talent granted: +5 Fatal Attractor Critical mult.: +50.00% Disarm immunity: +0% Spell crit. chance: +10% Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Main armor | The Untouchable (14 def, 22 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +22 Defense: +14 (+3 eff.) Changes stats: +8 Cun Reduces incoming crit damage: 35.00% 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. |
| Cloak | Flashpain the elven-silk cloak (29 def, 9 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +9 Defense: +29 (+6 eff.) Damage when hit (Melee): 4 arcane Changes stats: +5 Mag / +5 Wil Changes resistances: +25% cold / +9% fire / +5% arcane / +25% nature Changes resistances penetration: +5% blight / +10% fire Changes damage: +9% blight Physical save: +30 (+8 eff.) Spell save: +34 (+11 eff.) Mental save: +23 (+7 eff.) Maximum mana: +62.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | BarugathadInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +14 (+3 eff.) Defense: +11 (+2 eff.) Fatigue: -7% Changes stats: +15 Dex / +3 Wil / +8 Cun / +7 Con / +10 Lck Changes resistances: +5% arcane Changes damage: +9% arcane Life regen: +1.20 Stamina each turn: +1.30 Light radius: +1 Infravision radius: +2 Movement speed: +10% Reduce all damage from unseen attackers: 14% Amulets can have magical properties. |
Inventory
medical injector implant (efficiency 160% / cooldown 57%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 160% efficiency and cooldown mod of 57%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the duelist (efficiency 258% / cooldown 100%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 258% efficiency and cooldown mod of 100%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the warrior (efficiency 204% / cooldown 63%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 204% efficiency and cooldown mod of 63%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the warrior (steam 16)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 16.1 steam per turn. Can be activated for an instant burst of 80 steam. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the duelist (heal 334)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: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 334 and cleanse 1 wound and 1 poison effect. 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. |
regeneration infusion of the duelist (heal 758 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 758 life over 5 turns. 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 sneak (resist 27%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (712% 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 712% 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. 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. Press to compare to your current inscriptions |
movement infusion of the psychic (381% 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 381% 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 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. Press to compare to your current inscriptions |
movement infusion of the sneak (794% 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 794% 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 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. Press to compare to your current inscriptions |
movement infusion of the warrior (873% 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 873% 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 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. Press to compare to your current inscriptions |
movement infusion of the wizard (726% 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 726% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
heroism infusion of the warrior (+21 for 12 turns, die at -675)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 21 for 12 turns. While Heroism is active, you will only die when reaching -675 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
heat beam rune (43 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 42.80 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 645 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 645 damage for 6 turns. 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. |
shielding rune of the sneak (absorb 714 for 8 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 714 damage for 8 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Rune of Reflection (absorb and reflect 520 for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 520 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
controlled phase door rune of the warrior (range 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Chamodig the WildwakeCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +6 Effects on melee hit: * Slows global speed by 30% Changes stats: +5 Str / +6 Dex / +5 Wil Critical mult.: +12.00% Only die when reaching: -20.00 life Amulets can have magical properties. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
CyrilenaInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -14% Changes stats: +2 Str / +4 Mag / +2 Wil / +3 Cun Changes resistances: +9% temporal / +19% light / +22% darkness Changes damage: +6% temporal Reduces incoming crit damage: 15.00% Blindness immunity: +32% Amulets can have magical properties. |
ShimmerblurPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +5 Defense: +7 (+1 eff.) Fatigue: -6% Changes stats: +2 Str / +8 Dex / +6 Mag / +5 Cun / +4 Con Changes resistances: +6% lightning Changes resistances cap: +4% all Changes resistances penetration: +10% lightning Physical save: +13 (+4 eff.) Life regen: +0.60 Stamina each turn: +0.90 See invisible: +12 Movement speed: +10% Amulets can have magical properties. |
YarirabCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Dex Talent masteries: +0.28 Wild-gift / Harmony +0.28 Technique / Agility Mental save: +30 (+8 eff.) Blindness immunity: +25% Poison immunity: +10% Cut immunity: +10% Pinning immunity: +10% Knockback immunity: +25% See invisible: +6 Amulets can have magical properties. |
clarifying gold amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +12 Changes resistances: +15% mind Critical mult.: +10.00% Confusion immunity: +33% Amulets can have magical properties. |
Ce'Nirinor the PoxswiftInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +14 (+3 eff.) Physical crit. chance: +4.0% Armour: +6 Changes stats: +3 Str Changes resistances: +25% light / +26% darkness Changes damage: +21% nature Blindness immunity: +43% Only die when reaching: -60.00 life Amulets can have magical properties. |
Zemekkys' Broken HourglassPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 45 power out of 80/80) : Effective talent level: 1.0 Power cost: 45 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
DrasusPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Damage (Melee): 15 light / 11 darkness Effects when hit in melee: * 11% chance to inflict 15% damage reduction * 11% chance to blind Changes stats: +6 Dex / +5 Wil / +15 Cun / +7 Con Changes resistances: +5% arcane Changes damage: +10% light / +11% darkness Grants telepathy: Dragon Life regen: +1.00 Stamina each turn: +0.90 Maximum hate: +8.00 Movement speed: +10% Heals friendly targets nearby when you use a nature summon: +10 Amulets can have magical properties. |
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 (+5 eff.) Mental save: +18 (+5 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 9 power out of 48/48) : Effective talent level: 4.0 Power cost: 9 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 337.17 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. |
Glamira the voratun amuletPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Mag / +11 Wil Changes damage: +8% darkness / +8% temporal / +8% light / +8% physical Physical save: +6 (+2 eff.) Spell save: +15 (+5 eff.) Mental save: +29 (+8 eff.) Confusion immunity: +50% Mana when firing critical spell: +2.00 Vim when firing critical spell: +4.00 Spellpower: +8 (+3 eff.) Spell crit. chance: +8% Mindpower: +30 (+10 eff.) Damage Shield penetration: +20% Amulets can have magical properties. |
VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
savior's voratun amulet of soulsearingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes damage: +14% blight / +13% fire Critical mult.: +20.00% Physical save: +18 (+5 eff.) Spell save: +20 (+7 eff.) Mental save: +22 (+6 eff.) Spellpower: +13 (+4 eff.) Amulets can have magical properties. |
warmaker's voratun amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +19 Changes stats: +7 Str / +7 Dex / +8 Wil Critical mult.: +20.00% Amulets can have magical properties. |
XubrethraCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +12 (+2 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +5 Str / +3 Dex / +3 Cun / +4 Con Physical save: +30 (+8 eff.) Rings can have magical properties. |
copper ring 'Abyssfury'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +6% mind / +6% fire Changes resistances penetration: +25% mind / +10% fire Changes damage: +30% fire Stun/Freeze immunity: +25% Life regen: +1.50 Rings can have magical properties. |
copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +21% Life regen: +0.80 Rings can have magical properties. |
marksman's copper ring of corrosion (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Changes resistances: +22% acid Changes damage: +11% acid Rings can have magical properties. |
rogue's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Blindness immunity: +21% Infravision radius: +3 See stealth: +5 See invisible: +6 Rings can have magical properties. |
warrior's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Stun/Freeze immunity: +20% Life regen: +1.30 Rings can have magical properties. |
Cyrada the steel ringRequires: - Level 15 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +46% light Changes resistances penetration: +10% mind Changes damage: +23% light Disarm immunity: +22% Pinning immunity: +22% Knockback immunity: +21% Hate when firing a critical mind attack: +2.00 Maximum life: +20.00 Spell crit. chance: +2% Rings can have magical properties. This item has been sent to the Item's Vault. |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 36 power out of 50/50) : Effective talent level: 2.0 Power cost: 36 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 24 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Elemental FuryRequires: - Level 15 Powered 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. This item has been sent to the Item's Vault. |
painweaver's gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +9 (+2 eff.) Changes damage: +6% all Stun/Freeze immunity: +27% Life regen: +2.20 Spellpower: +8 (+3 eff.) Mindpower: +11 (+4 eff.) Rings can have magical properties. |
sneakthief's gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +7 Cun / +6 Dex Stun/Freeze immunity: +28% Life regen: +1.20 Rings can have magical properties. |
Hanemarin the stralite ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +2 Mag Changes damage: +9% blight Critical mult.: +15.00% Spell save: +30 (+10 eff.) Mental save: +13 (+4 eff.) Confusion immunity: +40% Spellpower on spell critical (stacks up to 3 times): +10 Spell crit. chance: +3% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
stralite ring 'Earthjeer'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 14 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 21 bleed Changes stats: +5 Cun Changes resistances: +10% blight / +30% cold / +13% nature / +6% temporal Changes resistances penetration: +25% temporal Changes damage: +15% cold Poison immunity: +19% Disease immunity: +14% Hate when firing a critical mind attack: +2.00 Maximum hate: +12.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
stralite ring 'Mardezilagorn'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+2 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +7 Str / +13 Con Changes resistances: +12% temporal / +22% nature / +5% arcane Changes resistances penetration: +15% temporal Changes damage: +11% nature / +3% temporal Physical save: +14 (+4 eff.) Rings can have magical properties. |
Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Combat training +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Unarmed training +0.30 Technique / Thuggery +0.30 Technique / Superiority +0.30 Technique / Two-handed weapons +0.30 Technique / Archery prowess +0.30 Technique / Archery excellence +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Shield offense +0.30 Technique / Shield defense +0.30 Technique / Dual techniques +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Sunkiss the voratun ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 blight Changes stats: +6 Mag / +14 Wil / +6 Cun Changes resistances: +9% light / +3% blight Changes damage: +18% light Stun/Freeze immunity: +48% Life regen: +4.00 Spellpower: +13 (+4 eff.) Mindpower: +13 (+5 eff.) Rings can have magical properties. |
Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+3 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+3 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 170.67 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
ZanufastCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +19 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +3 Str / +8 Dex Changes resistances: +12% darkness / +12% nature Physical save: +18 (+5 eff.) Spell save: +17 (+6 eff.) Mental save: +18 (+5 eff.) Only die when reaching: -60.00 life Healing mod.: +30% Rings can have magical properties. |
voratun ring 'Flashsweeper'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 12 light Changes resistances: +18% light / +9% acid Physical save: +15 (+5 eff.) Spell save: +18 (+6 eff.) Mental save: +30 (+8 eff.) Blindness immunity: +15% Pinning immunity: +25% Knockback immunity: +15% Light radius: +3 Rings can have magical properties. |
Awakened Staff of Absorption (172% power, 60 apr, physical element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 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 (+14 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 180 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." |
MayunnRequires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When wielded/worn: Changes resistances: +9% blight / +6% nature / +12% acid Changes resistances penetration: +20% mind / +30% physical Changes damage: +30% physical Grants telepathy: Dragon Maximum hate: +2.00 Maximum psi: +52.00 Mindpower: +4 (+2 eff.) Longbows are used to shoot arrows at your foes. |
Betedhethra the Gloomspawn (19/19, 140% power, 7 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 2 Power: 141% Range: 1.4x Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +10.5% Capacity: 19 On weapon hit: * 20% chance to inflict 15% damage reduction On weapon crit: * cripple the target Damage (Ranged): +8 blight / +11 temporal / +9 nature Burst (radius 2) on crit: +4 darkness Arrows are used with bows to pierce your foes to death. |
Quiver of the Sun (25/25, 142% power, 15 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Power: 142% Range: 1.4x Uses stats: 70% Dex, 50% Mag, 50% Str Damage type: Bright light Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Crit. chance: +2.0% Capacity: 25 Travel speed: +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
Arkul's Siege Arrows (14/14, 180% power, 100 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Power: 180% Range: 1.4x Uses stats: 50% Dex, 50% Mag, 70% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +100 Crit. chance: +10.0% Capacity: 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
Gleamreeve (21/21, 204% power, 35 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 204% Range: 1.4x Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Light Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +35 Crit. chance: +20.0% Capacity: 21 On weapon hit: * 53% chance to blind * 20% chance to torment the target Travel speed: +200% Damage (Ranged): +30 mind / +21 darkness / +24 light Burst (radius 1) on hit: +16 light Arrows are used with bows to pierce your foes to death. |
Layybeth the quiver of dragonbone arrows (21/21, 168% power, 24 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 169% Range: 1.4x Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Accuracy: +59 Armour Penetration: +24 Crit. chance: +3.0% Capacity: 21 Damage (Ranged): +45 lightning Burst (radius 2) on crit: +21 lightning / +8 physical When wielded/worn: Ammo reloads per turn: +4 Arrows are used with bows to pierce your foes to death. |
Rhenarithel (53/53, 182% power, 36 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 183% Range: 1.4x Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +36 Crit. chance: +3.0% Capacity: 53 Turns elapse between self-loadings: 0 On weapon hit: * 20% chance to corrode armour by 30% * 10% chance to stun, blind, pin, or confuse the target On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * wounds the target for 7 turns: 26 bleeding, 76% reduced healing Damage (Ranged): +16 acid / +54 bleed / +27 temporal / +30 physical Burst (radius 1) on hit: +12 acid Burst (radius 2) on crit: +4 mind / +8 acid Arrows are used with bows to pierce your foes to death. |
The Titan's Quiver (18/18, 174% power, 20 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Power: 174% Range: 1.4x Uses stats: 50% Dex, 50% Mag, 70% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Crit. chance: +8.0% Capacity: 18 On weapon crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
Void Quiver (0/0, 156% power, 30 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Power: 156% Range: 1.4x Uses stats: 70% Dex, 60% Mag, 50% Str Damage type: Temporal darkness Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Crit. chance: +6.0% Capacity: 0 When this weapon hits: Spatial Tether (10% chance level 1). When this weapon hits: Dimensional Anchor (5% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
pouch of dwarven-steel shots 'Cyrusebretta' (20/20, 139% power, 3 apr)Requires: - Dexterity 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 3 Power: 139% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 20 On weapon hit: * 40% chance to disease * 40% chance to cause random gloom * 25% chance for lightning to arc to a second target * 10% chance to stun, blind, pin, or confuse the target * 25% chance to put talents on cooldown Damage (Ranged): +7 lightning / +10 temporal / +8 physical / +12 mind Burst (radius 1) on hit: +4 mind Shots are used with slings to pummel your foes to death. This item has been sent to the Item's Vault. |
Newly picked upRhugorn the pouch of stralite shots (17/17, 167% power, 5 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Power: 167% Range: 1.2x Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 17 Turns elapse between self-loadings: 3 On weapon hit: * 10% chance to stun, blind, pin, or confuse the target Damage (Ranged): +12 blight / +29 temporal / +8 arcane / +12 physical Shots are used with slings to pummel your foes to death. |
Newly picked upTorychak the Furnacemire (24/24, 154% power, 5 apr) Requires: - Dexterity 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Power: 154% Range: 1.2x Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 24 On weapon hit: * 20% chance to torment the target Damage (Ranged): +4 fire / +13 temporal / +8 darkness / +12 arcane / +8 blight / +14 cold / +11 mind / +11 nature Burst (radius 2) on crit: +9 cold Shots are used with slings to pummel your foes to death. |
Guldarin the Soothunger (21/50, 179% power, 18 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 180% Range: 1.2x Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Light Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +18 Crit. chance: +19.0% Capacity: 50 On weapon hit: * 20% chance to inflict 15% damage reduction * 10% chance to create an air burst * 10% chance to crush the target Travel speed: +400% Damage (Ranged): +8 light / +20 gravity / +4 blight / +12 arcane Burst (radius 1) on hit: +12 darkness / +4 light Burst (radius 2) on crit: +4 darkness When wielded/worn: Ammo reloads per turn: +5 Shots are used with slings to pummel your foes to death. |
Isudana the Murksmash (20/20, 177% power, 16 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 177% Range: 1.2x Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +17.0% Capacity: 20 On weapon hit: * 25% chance for lightning to arc to a second target * 20% chance to curse the target Travel speed: +200% Damage (Ranged): +20 lightning / +40 darkness / +20 blight Burst (radius 1) on hit: +8 darkness / +12 arcane Shots are used with slings to pummel your foes to death. |
silk robe 'Vilepyre' (6 def, 4 armour)Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Effects when hit in melee: * Slows global speed by 7% * 7 arcane resource burn Damage when hit (Melee): 12 acid / 12 nature Changes resistances: +22% mind / +26% darkness Changes damage: +6% acid / +18% nature Physical save: +38 (+10 eff.) Spell save: +15 (+5 eff.) Mental save: +30 (+8 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+2 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+7 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Polulle (5 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +4 Cun Changes resistances: +30% light / +30% cold Changes damage: +29% light / +3% blight / +20% cold / +3% mind / +18% darkness Critical mult.: +20.00% Maximum psi: +20.00 Spellpower: +8 (+3 eff.) Spell crit. chance: +9% Mindpower: +4 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's elven-silk robe of alchemy (5 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +20% acid / +20% physical / +26% darkness / +20% fire / +30% mind / +20% cold Changes damage: +13% acid / +14% physical / +14% fire / +14% cold Talent cooldown: Refit Golem (-6 turns) Physical save: +17 (+5 eff.) Spell save: +18 (+6 eff.) Mental save: +34 (+9 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Siluvena the Duathelwreath (14 def, 18 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Defense: +14 (+3 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 darkness / 13 light / 4 arcane Changes stats: +9 Dex / +6 Wil / +10 Cun Changes resistances: +30% blight / +41% darkness / +5% arcane / +3% nature Changes resistances penetration: +25% arcane / +5% darkness Life regen: +3.60 Maximum life: +88.00 Light radius: +2 Healing mod.: +25% A suit of armour made of leather. |
troll-hide drakeskin leather armour of command (15 def, 17 armour)Requires: - Strength 20 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +17 Defense: +15 (+3 eff.) Fatigue: +8% Changes stats: +4 Cun Mental save: +17 (+5 eff.) Life regen: +8.80 Maximum life: +55.00 Healing mod.: +21% A suit of armour made of leather. |
Bilesweep the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +11 Defense: +8 (+2 eff.) Changes stats: +3 Cun Changes damage: +9% nature Critical mult.: +25.00% Physical save: +15 (+5 eff.) Mental save: +6 (+2 eff.) Maximum hate: +2.00 Maximum psi: +20.00 Mindpower: +10 (+4 eff.) Mental crit. chance: +3% A belt that goes around your waist. |
TaintripperInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +14 (+3 eff.) Armour: +19 Defense: +15 (+3 eff.) Effects on melee hit: * Slows global speed by 40% Changes resistances: +9% acid Critical mult.: +21.00% Physical save: +24 (+7 eff.) Maximum life: +120.00 A belt that goes around your waist. |
VoidborePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Armour: +4 Damage when hit (Melee): 12 physical Changes stats: +7 Str Changes resistances: +6% darkness Changes resistances penetration: +25% physical Critical mult.: +6.00% Mental save: +14 (+4 eff.) Life regen: +1.20 Maximum stamina: +20.00 Spellpower: +12 (+4 eff.) A belt that goes around your waist. |
Cyrylaith the elven-silk cloak (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +9 Defense: +3 (+1 eff.) Changes stats: +4 Str / +6 Dex / +5 Mag / +6 Wil / +6 Cun / +4 Con Changes resistances: +9% acid / +2% physical / +0% nature / +0% cold Changes resistances penetration: +5% physical Changes damage: +3% physical Maximum stamina: +15.00 Spell crit. chance: +7% Healing mod.: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Jetpack (10 def, 0 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +10 (+2 eff.) Changes stats: +6 Cun Talent granted: +1 Rocket Dash Physical save: +10 (+3 eff.) Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Finally. |
Jetraptor (14 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +13 (+2 eff.) Armour penetration: +15 Armour: +6 Defense: +14 (+3 eff.) Ranged Defense: +11 (+2 eff.) Changes stats: +6 Str / +5 Dex / +4 Mag / +4 Wil / +6 Con Changes resistances: +9% nature / +9% darkness Talent mastery: +0.40 Technique / Combat training Critical mult.: +30.00% Stealth bonus: +15 Physical save: +20 (+6 eff.) Spell save: -22 (-8 eff.) Cut immunity: +15% Stun/Freeze immunity: +20% Stamina each turn: +1.50 Mana each turn: -0.60 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zubiyath the elven-silk cloak (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Defense: +3 (+1 eff.) Changes stats: +5 Mag / +5 Wil Changes resistances: +2% physical Changes resistances penetration: +15% arcane Changes damage: +15% arcane / +12% acid Critical mult.: +49.00% Stealth bonus: +15 Physical save: +39 (+11 eff.) Maximum mana: +92.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +11% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Alegund the pair of hardened leather boots (7 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +7 (+1 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: -3% Changes stats: +2 Wil / +4 Mag Changes resistances: +9% nature Grants telepathy: Dragon Physical save: +0 (+0 eff.) Spell save: +3 (+1 eff.) Pinning immunity: +0% Knockback immunity: +0% Teleport immunity: +0% Stamina each turn: +0.40 Maximum life: +38.00 Movement speed: +10% A pair of boots made of leather. |
Toxinwild the pair of drakeskin leather boots (0 def, 17 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +11 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +17 Fatigue: +5% Damage when hit (Melee): 8 nature Changes stats: +2 Dex Changes resistances: +2% physical Life regen: +2.80 Infravision radius: +2 Healing mod.: +22% A pair of boots made of leather. |
pair of dwarven-steel boots 'Flowerwolf' (16 def, 10 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Defense: +16 (+3 eff.) Fatigue: +3% Damage when hit (Melee): 12 arcane Changes stats: +2 Str Changes resistances: +6% nature Changes resistances penetration: +10% nature Reduces incoming crit damage: 10.00% Physical save: +10 (+3 eff.) Spell save: +9 (+3 eff.) Mental save: +9 (+3 eff.) Pinning immunity: +0% Knockback immunity: +0% Teleport immunity: +0% Infravision radius: +3 See invisible: +6 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 3.6 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 38% chance to evade melee and ranged attacks and 51 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Blastsin the pair of voratun boots (0 def, 14 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +2 Armour: +14 Fatigue: +4% Damage when hit (Melee): 4 physical Changes stats: +7 Str / +3 Dex / +4 Con Changes damage: +6% arcane / +6% lightning Spell save: +30 (+10 eff.) Silence immunity: +50% Confusion immunity: +50% Stun/Freeze immunity: +50% Maximum vim: +30.00 Infravision radius: +3 It can be used to activate talent Rush, placing all other charms into a 23 cooldown : Effective talent level: 2.0 Power cost: 23 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Velalle (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +6 Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +4% Changes stats: +3 Cun / +3 Con Changes resistances: +12% lightning / +8% temporal / +6% acid Physical save: +13 (+4 eff.) Mental save: +22 (+6 eff.) Mana when firing critical spell: +3.00 Spellpower: +4 (+1 eff.) Damage Shield penetration: +40% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves of dispersion (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 7 arcane Changes stats: +5 Mag / +5 Wil Changes resistances: +5% arcane Disarm immunity: +0% It can be used to activate talent Disperse Magic, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 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. |
Spellhunt Remnants (4 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 Defense: +4 (+1 eff.) Spell save: +10 (+3 eff.) Disarm immunity: +0% Mindpower: +10 (+4 eff.) Mental crit. chance: +4% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. This item has been sent to the Item's Vault. |
Balanceking the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +2 Changes resistances: +9% nature / +6% temporal Physical save: +55 (+15 eff.) Spell save: +30 (+10 eff.) Mental save: +8 (+3 eff.) Cut immunity: +10% Disarm immunity: +34% Confusion immunity: +10% Metal gloves protecting the hands up to the middle of the lower arm. |
Gunirehek (3 def, 7 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +7 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Damage (Melee): 9 cold Changes stats: +3 Con Changes resistances: +7% cold Changes damage: +7% cold Physical save: +55 (+15 eff.) Spell save: +5 (+2 eff.) Mental save: +19 (+6 eff.) Disarm immunity: +30% Life regen: +0.20 Maximum life: +64.00 Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Shockslicer the drakeskin leather hat (0 def, 5 armour)Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 4 lightning Changes stats: +13 Str / +9 Dex / +5 Wil Changes resistances: +13% blight / +12% nature / +9% darkness Changes resistances penetration: +15% lightning Changes damage: +6% darkness Mental save: +12 (+4 eff.) Light radius: +1 A hat made of leather. Very stylish. |
Duathelrock (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +9% physical / +11% darkness / +6% blight / +19% cold / +19% nature Changes damage: +11% physical / +13% cold / +13% nature / +9% darkness Spell save: +20 (+7 eff.) Maximum hate: +8.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
Duryregofast (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +10 Str / +9 Wil / +12 Cun Reduces incoming crit damage: 15.00% Mindpower: +5 (+2 eff.) Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 A hat made of leather. Very stylish. |
Elyganor (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +6 Cun Changes resistances: +48% lightning Changes damage: +26% lightning Mental save: +8 (+3 eff.) Light radius: +3 See invisible: +6 A pointy cloth hat, very wizardly... |
Harudunavon (2 def, 4 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Changes stats: +4 Con Changes resistances: +24% cold Changes damage: +9% physical / +9% darkness / +16% cold / +11% temporal / +11% light Critical mult.: +29.00% Equilibrium when hit: +0.04 Mindpower: +6 (+2 eff.) Mental crit. chance: +2% It can be used to activate talent Stone Wall, placing all other charms into a 72 cooldown : Effective talent level: 1.0 Power cost: 72 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 118.41 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
Steamcatcher (12 def, 0 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +12 (+2 eff.) Changes stats: +10 Cun Changes resistances: +15% fire Changes damage: +10% physical Steampower: +15 (+5 eff.) Steam crit. chance: +5% Steam each turn: +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
Crown of the Elements (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +5 Con / +3 Wil Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Changes damage: +8% acid / +8% fire / +8% cold / +8% lightning See invisible: +15 This jeweled crown shimmers with colors. |
X-Ray Goggles (10 def, 0 armour)Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Defense: +10 (+2 eff.) Changes stats: +10 Cun Blindness immunity: +100% It can be used to see everything. EVERYTHING. For 5 turns, anyway, costing 27 power out of 30/30. How do these even work? |
Xanura the Lightningjeer (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 12 acid / 8 lightning Changes stats: +16 Str / +12 Dex / +0 Cun Changes resistances: +7% blight / +13% darkness Changes resistances penetration: +15% lightning / +5% acid Changes damage: +9% lightning Spell save: +8 (+3 eff.) Mental save: +10 (+3 eff.) Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 27 cooldown : Effective talent level: 4.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 7 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
Burning StarRequires: - Level 15 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 27 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. This item has been sent to the Item's Vault. |
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% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
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. |
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. |
1248 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. |
Malyran the SootrainPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +14 Damage when hit (Melee): 8 arcane / 8 darkness Changes stats: +2 Str / +2 Con Changes resistances: +15% light / +15% darkness Changes resistances penetration: +15% darkness / +15% all Changes damage: +15% darkness / +13% light Damage affinity(heal): +5% darkness / +5% light Maximum life: +30.00 Light radius: +9 Infravision radius: +5 It can be used to activate talent Sun Flare, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 40.76 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
well-made focus lensPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'head' When attach to an other item: Infravision radius: +7 Sight radius: +2 See stealth: +15 See invisible: +15 Tinkers can be attached to normal items to improve them with steam power! |
mastercraft poison groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item of type 'weapon' Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
mastercraft viral injectorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item of type 'weapon' Infects targets with a stat reducing disease. Tinkers can be attached to normal items to improve them with steam power! |
mastercraft waterproof coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'cloak' When attach to an other item: Changes resistances: +20% nature / +20% cold Tinkers can be attached to normal items to improve them with steam power! |
stralite crystal edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item of type 'weapon' When attach to an other item: Critical mult.: +12.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! |
stralite gripPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +4 Iron Grip Disarm immunity: +90% Tinkers can be attached to normal items to improve them with steam power! |
stralite silver filigreePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item of type 'weapon' When attach to an other item: Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Damage against: +28% Undead / +28% Demon / +28% Horror Tinkers can be attached to normal items to improve them with steam power! |
perfect focus lensPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'head' When attach to an other item: Infravision radius: +9 Sight radius: +3 See stealth: +25 See invisible: +25 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Tinkers can be attached to normal items to improve them with steam power! |
voratun crystal platingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Changes stats: +10 Str / +10 Dex / +10 Mag / +10 Wil / +10 Cun / +10 Con Tinkers can be attached to normal items to improve them with steam power! |
voratun gripPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +5 Iron Grip Disarm immunity: +100% Tinkers can be attached to normal items to improve them with steam power! |
voratun kinetic stabiliserPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'feet' When attach to an other item: Physical save: +15 (+5 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Tinkers can be attached to normal items to improve them with steam power! |
voratun mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'head' When attach to an other item: Changes stats: +10 Cun Mental save: +15 (+5 eff.) Tinkers can be attached to normal items to improve them with steam power! |
voratun razor edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' When attach to an other item: Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Armour Penetration: +20 Crit. chance: +20.0% Tinkers can be attached to normal items to improve them with steam power! |
voratun razor edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' When attach to an other item: Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Armour Penetration: +20 Crit. chance: +20.0% Tinkers can be attached to normal items to improve them with steam power! |
voratun silver filigreePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' When attach to an other item: Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Damage against: +35% Undead / +35% Demon / +35% Horror Tinkers can be attached to normal items to improve them with steam power! |
amazing fiery salve [power 51] amazing fiery salve [power 51]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 236% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (51% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 23 turns. Medical salve. |
amazing frost salve [power 51] amazing frost salve [power 51]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 236% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (51% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 23 turns. Medical salve. |
amazing healing salve [power 733] amazing healing salve [power 733]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 236% efficiency and 50% cooldown modifier. It can be used to heal 733, putting Talent Medical Injector on cooldown for 14 turns. Medical salve. |
amazing pain suppressor salve [power 641] amazing pain suppressor salve [power 641]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 236% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -641 life and reduces all damage by 26% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 9 turns. Medical salve. |
amazing unstoppable force salve [power 203] amazing unstoppable force salve [power 203]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 236% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 203 and healing factor by half, putting Talent Medical Injector on cooldown for 17 turns. Medical salve. |
amazing water salve [power 51] amazing water salve [power 51]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 236% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (51% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 23 turns. Medical salve. |
Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Pick of Dwarven Emperors (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Pulverizing Auger (costing 27 power out of 30/30) : Effective talent level: 4.0 Power cost: 27 out of 30/30. Range: 6 Travel Speed: instantaneous Is: a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 4. The beam also affect any creatures in its path, dealing 278.86 physical damage to all. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Swampquell (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +16 (+3 eff.) Armour penetration: +6 Physical crit. chance: +3.0% Effects on melee hit: * Slows global speed by 39% Changes stats: +11 Str / +3 Con Changes damage: +6% physical Critical mult.: +12.00% Physical save: +12 (+4 eff.) Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Zubiwyn (dig speed 7 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +3 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Damage when hit (Melee): 12 physical Changes stats: +3 Str / +6 Cun / +1 Con Changes resistances: +15% nature Changes resistances penetration: +23% physical Changes damage: +10% nature Physical save: +24 (+7 eff.) Spell save: +14 (+5 eff.) Mental save: +13 (+4 eff.) Poison immunity: +10% Only die when reaching: -40.00 life Maximum life: +90.00 Infravision radius: +6 Healing mod.: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe of quickening (dig speed 17 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Qog's EssentialsPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: tool / injector ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con It can be used to Gain a random beneficial effect, costing 27 power out of 30/30. A hypospray full of ...something. There is no telling what you're injecting yourself with. |
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)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 CommunicationPowered by unknown forces 0.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to speak with someone, costing 1 power out of 1/1. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
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 WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 9 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)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 OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 27 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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 (1/2)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 182 power out of 333/400. 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)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 573.52 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 23 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Isytha the Viperpain [power 147] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 12 nature Maximum wards: +2 physical / +3 mind / +3 darkness Changes resistances penetration: +25% nature Changes damage: +15% blight Talent cooldown: Silence (-1 turn) Talents granted: +3 Telekinetic Blast +1 Ward +3 Silence It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 147 for 7 turns, putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
yew wand of clairvoyance 'Blastvortex' [power 12] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes stats: +3 Str / +4 Wil / +6 Cun / +7 Con Changes resistances: +15% lightning Grants telepathy: Demon/Minor Demon/Major It can be used to reveal the area around you, dispelling darkness (radius 12, power 81 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 5 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+3 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 196.88 temporal and 224.48 darkness damage (based on Magic), costing 18 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
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 Shaar the Shalore Archer level 34
20th Regrowth 123rd year of Ascendancy at 18:37 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Shaar the Shalore Archer level 50
26th Dusk 123rd year of Ascendancy at 01:58 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Shaar the Shalore Archer level 34
19th Regrowth 123rd year of Ascendancy at 03:59 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Shaar the Shalore Archer level 40
73rd Regrowth 123rd year of Ascendancy at 16:54 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Shaar the Shalore Archer level 38
69th Regrowth 123rd year of Ascendancy at 19:40 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Shaar the Shalore Archer level 36
62nd Regrowth 123rd year of Ascendancy at 10:11 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Shaar the Shalore Archer level 18
26th Haze 122nd year of Ascendancy at 18:59 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Shaar the Shalore Archer level 37
66th Regrowth 123rd year of Ascendancy at 02:45 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Shaar the Shalore Archer level 35
34th Regrowth 123rd year of Ascendancy at 13:03 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Shaar the Shalore Archer level 28
73rd Haze 122nd year of Ascendancy at 21:29 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Shaar the Shalore Archer level 50
32nd Haze 123rd year of Ascendancy at 23:21 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Shaar the Shalore Archer level 22
50th Haze 122nd year of Ascendancy at 23:09 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Shaar the Shalore Archer level 50
54th Dusk 123rd year of Ascendancy at 10:03 see stats
Guiding Hand (Insane (Adventure) difficulty)
Saved all escorted adventurers.By Shaar the Shalore Archer level 36
62nd Regrowth 123rd year of Ascendancy at 00:57 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 Shaar the Shalore Archer level 25
64th Haze 122nd year of Ascendancy at 23:53 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Shaar the Shalore Archer level 10
21st Dusk 122nd year of Ascendancy at 03:14 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Shaar the Shalore Archer level 20
36th Haze 122nd year of Ascendancy at 06:59 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Shaar the Shalore Archer level 30
2nd Decay 122nd year of Ascendancy at 03:03 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Shaar the Shalore Archer level 40
73rd Regrowth 123rd year of Ascendancy at 11:41 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Shaar the Shalore Archer level 50
19th Dusk 123rd year of Ascendancy at 07:24 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Shaar the Shalore Archer level 50
51st Dusk 123rd year of Ascendancy at 06:39 see stats
Overpowered! (Insane (Adventure) difficulty)
Did over 6000 damage in one attack.By Shaar the Shalore Archer level 50
29th Haze 123rd year of Ascendancy at 23:37 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Shaar the Shalore Archer level 49
19th Dusk 123rd year of Ascendancy at 07:17 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Shaar the Shalore Archer level 17
71st Dusk 122nd year of Ascendancy at 20:23 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Shaar the Shalore Archer level 36
62nd Regrowth 123rd year of Ascendancy at 14:24 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Shaar the Shalore Archer level 23
51st Haze 122nd year of Ascendancy at 17:57 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Shaar the Shalore Archer level 37
66th Regrowth 123rd year of Ascendancy at 08:26 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Shaar the Shalore Archer level 50
32nd Haze 123rd year of Ascendancy at 23:20 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Shaar the Shalore Archer level 10
21st Dusk 122nd year of Ascendancy at 21:05 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Shaar the Shalore Archer level 50
51st Dusk 123rd year of Ascendancy at 07:14 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Shaar the Shalore Archer level 47
12nd Dusk 123rd year of Ascendancy at 13:52 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Shaar the Shalore Archer level 14
43rd Dusk 122nd year of Ascendancy at 18:45 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Shaar the Shalore Archer level 41
17th Pyre 123rd year of Ascendancy at 17:45 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Shaar the Shalore Archer level 22
50th Haze 122nd year of Ascendancy at 22:40 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Shaar the Shalore Archer level 15
47th Dusk 122nd year of Ascendancy at 13:50 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Shaar the Shalore Archer level 33
17th Regrowth 123rd year of Ascendancy at 07:30 see stats
Log
There is an item here: Torychak the Furnacemire (24/24, 154% power, 5 apr)
There is an item here: Rhugorn the pouch of stralite shots (17/17, 167% power, 5 apr)
There is an item here: Galenoon (23/127, 157% power, 11 apr)
--------------------------------
Shaar picks up ( .): Galenoon (23/127, 157% power, 11 apr).
Shaar picks up ( .): Rhugorn the pouch of stralite shots (17/17, 167% power, 5 apr).
Shaar picks up ( .): Torychak the Furnacemire (24/24, 154% power, 5 apr).
There is an item here: Annihilator
--------------------------------
There is an item here: Annihilator
--------------------------------
There is an item here: Storm Bringer's Gauntlets (0 def, 3 armour)
--------------------------------
There is an item here: Pitchwake
--------------------------------
You transfer Galenoon (23/127, 157% power, 11 apr) to the online item's vault.
Saving done.
Saving game...
Saving done.
Shaar deactivates Chant of Fortress.
Shaar deactivates Aim.
Shaar deactivates Concealment.
Shaar deactivates Trained Reactions.
Shaar deactivates Piercing Ammunition.
Shaar deactivates Intuitive Shots.










































































































































































