Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Items Vault 1.4.8Donators/Buyers bonus! QuickTome: Orb of Communication 1.3.1 ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 50 / 2584% |
| Size | huge |
| Lifes / Deaths | Killed by Adamira the temporal stalker at level 32 on the 8th Regrowth 123rd year of Ascendancy at 03:54 3 / 4Killed by The Master at level 33 on the 11st Regrowth 123rd year of Ascendancy at 16:08 Killed by Mayuretha the luminous horror at level 33 on the 11st Regrowth 123rd year of Ascendancy at 20:06 Killed by giant spider at level 50 on the 66th Regrowth 124th year of Ascendancy at 02:46 |
Primary Stats
| Strength | 67 (base 26) |
| Dexterity | 36 (base 9) |
| Constitution | 47 (base 18) |
| Magic | 90 (base 64) |
| Willpower | 93 (base 66) |
| Cunning | 87 (base 60) |
Resources
| Mana | 449/449 |
| Psi | 213/213 |
| Vim | 276/276 |
| Life | 1412/1412 |
| Positive | 108/177 |
| Stamina | 454/454 |
| Paradox | 300 |
| Healing Factor | 1.51 |
| Regeneration | 29.3695 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +145% |
Vision
| Sight | 12 |
| Lite | -992 |
| Infravision | 12 |
| See Stealth | 15 |
| See Invisible | 35 |
| Stealth | 61.131425826622 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 206 |
| Accuracy | 45 |
| Crit Chance | 52% |
| APR | 25 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 71 |
| Crit Chance | 60% |
| Speed | 1 |
| Cooldown Reduction | 26.666666666667 |
Offense: Mind
| Mindpower | 56 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Damage Bonus
| All | +13% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 29 (45%) |
| Defense | 48 |
| Ranged Defense | 48 |
| Fatigue | 0 |
| Physical Save | 56 |
| Spell Save | 63 |
| Mental Save | 57 |
Defense: Resistances
| All | + 7%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 45% |
| Silence Resistance | 50% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1078% for 10 turns and instantly restoring 54 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or magical effect and reduce all damage taken by 17% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 913% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
| Spell / Meta | 1.00 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Cunning / Stealth | 1.10 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Corruption / Blight | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Spell / Explosive admixtures | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Stone | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Spell / Staff combat | 1.40 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Stone alchemy | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 3/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Celestial / Light | 1.00 |
| 1/5 |
| 3/5 |
| 4/5 |
| 5/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Chant of Fortitude |
| talent | Stealth |
| talent | Quicken Spells |
| talent | Arcane Shield |
| talent | Crystalline Focus |
| talent | Essence of Speed |
| talent | Dark Ritual |
| talent | Shielding |
| talent | Beyond the Flesh |
| beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
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! | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the repented thief from death by BoomBoom. Escort: repented thief (level 1 of Daikara) | failed |
You failed to protect the repented thief from death by Emelynor the skeleton assassin. Escort: repented thief (level 1 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Ivibeth the patchwork troll. Escort: temporal explorer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the temporal explorer to the recall portal on level 4 of Dreadfell. Escort: temporal explorer (level 4 of Dreadfell)As a reward you improved talent Precognition (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 8 of Dreadfell. Escort: temporal explorer (level 8 of Dreadfell)As a reward you improved talent Precognition (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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 Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2705. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * You've found the needed black mamba head. * You've found the needed naga tongue. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | dragonbone vilestaff 'Firebearer' (136% power, 6 apr, physical element) dragonbone vilestaff 'Firebearer' (136% power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 fire When wielded/worn: Physical crit. chance: +10.0% Damage (Melee): 34 fire Changes stats: +4 Mag / +5 Wil Changes resistances: +9% fire Changes resistances penetration: +20% fire Changes damage: +30% physical / +9% fire Talent granted: +1 Command Staff Critical mult.: +46.00% Maximum mana: +110.00 Spellpower: +32 (+8 eff.) Spell crit. chance: +5% See invisible: +10 Staves designed for wielders of magic, by the greats of the art. |
| Quiver | 150 alchemist lapis lazuli 150 alchemist lapis lazuli0.00 Encumbrance. Type: alchemist-gem / blue ; tier 3 When used as an alchemist bomb: Mana regain 30 Gems can be sold for money or used in arcane rituals. |
| Light source | Lightspike LightspikeInfused by nature 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+3 eff.) Effects on melee hit: * 47% chance to blind * 15% chance to corrode armour Changes stats: +7 Wil / +12 Con Changes resistances: +22% blight / +12% light / +3% mind Changes resistances penetration: +10% light Changes damage: +6% mind Critical mult.: +20.00% Physical save: +15 (+5 eff.) Life regen: +13.00 Light radius: +5 Healing mod.: +25% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+3 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
| On feet | pair of drakeskin leather boots 'Dawnpeal' (24 def, 5 armour) pair of drakeskin leather boots 'Dawnpeal' (24 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +24 (+8 eff.) Fatigue: +5% Damage when hit (Melee): 12 light / 12 lightning Changes stats: +9 Str / +10 Con Changes resistances: +9% blight / +15% fire / +15% cold Changes resistances penetration: +15% light Changes damage: +6% blight / +10% physical Silence immunity: +50% Confusion immunity: +45% Stun/Freeze immunity: +40% Light radius: +2 Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 3.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
| Tool | Shocksear (dig speed 9 turns) Shocksear (dig speed 9 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Fatigue: -19% Damage when hit (Melee): 20 mind Changes stats: +13 Str / +6 Dex Changes resistances penetration: +15% lightning / +25% physical Changes damage: +33% mind Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | voratun ring 'Chamiharayon' voratun ring 'Chamiharayon'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +7 (+2 eff.) Fatigue: -10% Damage when hit (Melee): 4 arcane Changes resistances: +5% arcane Changes damage: +6% temporal / +6% all Maximum encumbrance: +36 Life regen: +1.50 Maximum life: +89.00 Spellpower: +12 (+3 eff.) Mindpower: +9 (+3 eff.) Healing mod.: +18% Rings can have magical properties. |
| On fingers | Zubadamina the Chargequencher Zubadamina the ChargequencherInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +9% lightning / +9% cold / +17% mind / +6% nature Changes damage: +17% mind / +12% lightning Reduces incoming crit damage: 15.00% Stun/Freeze immunity: +50% Life regen: +4.70 Maximum life: +100.00 Healing mod.: +23% Rings can have magical properties. |
| Around neck | Urakalthogrim UrakalthogrimInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +2 Str / +3 Dex / +2 Con Changes resistances penetration: +5% arcane Reduces incoming crit damage: 15.00% Blindness immunity: +34% Infravision radius: +9 Sight radius: +2 See invisible: +10 Amulets can have magical properties. |
| In main hand | Bolbum's Big Knocker (176% power, 10 apr, physical element) Bolbum's Big Knocker (176% power, 10 apr, physical element)Requires: - Magic 38 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 176% Range: 1.2x Uses stat: 140% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +10 Attack speed: 100% Damage (Melee): +10 % chance of confusion When wielded/worn: Accuracy: +7 (+3 eff.) Changes damage: +20% physical Talent mastery: +0.20 Spell / Staff combat Spellpower: +12 (+3 eff.) Spell crit. chance: +18% It can be used to activate talent Channel Staff (costing 9 power out of 20/20) : Effective talent level: 2.8 Power cost: 9 out of 20/20. Range: 8 Travel Speed: 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 92% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent 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 Critical mult.: +50.00% 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. |
| Around waist | Ivada IvadaPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Defense: +19 (+6 eff.) Damage when hit (Melee): 12 mind Changes stats: +2 Wil Stealth bonus: +14 Spell save: +13 (+3 eff.) Mental save: +32 (+8 eff.) Vim when firing critical spell: +3.00 Maximum psi: +30.00 Spellpower: +10 (+3 eff.) Size category: +1 A belt that goes around your waist. |
| Cloak | elven-silk cloak 'Glowknight' (3 def, 0 armour) elven-silk cloak 'Glowknight' (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+5 eff.) Armour penetration: +15 Defense: +3 (+1 eff.) Changes stats: +5 Cun / +2 Dex Changes resistances: +15% acid / +6% light / +12% blight / +10% fire / +10% cold / +6% lightning Changes damage: +9% mind Grants telepathy: Demon/Minor Demon/Major Critical mult.: +28.00% Stealth bonus: +15 Mental save: +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Death's Embrace (18 def, 18 armour) Death's Embrace (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+6 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+3 eff.) Healing mod.: -15% It can be used to turn yourself invisible (power 40, based on Cunning and Magic) for 10 turns, costing 50 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Inventory
wild infusion (resist 18%; cure mental) wild infusion (resist 18%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 18% for 7 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion (resist 20%; cure mental, magical) wild infusion (resist 20%; cure mental, magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or magical effect and reduce all damage taken by 20% for 7 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion of the titan (resist 28%; cure magical) wild infusion of the titan (resist 28%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 28% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. 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 (797% speed; 8 turns) movement infusion of the sneak (797% speed; 8 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 797% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the wizard (828% speed; 6 turns) movement infusion of the wizard (828% 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 828% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
heroism infusion of the sneak (+18 for 9 turns, die at -797) heroism infusion of the sneak (+18 for 9 turns, die at -797)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: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 18 for 9 turns. While Heroism is active, you will only die when reaching -797 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+21 for 10 turns, die at -607) heroism infusion of the wizard (+21 for 10 turns, die at -607)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: 20 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 10 turns. While Heroism is active, you will only die when reaching -607 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
manasurge rune (1373% regen over 10 turns; 69 instant mana) manasurge rune (1373% regen over 10 turns; 69 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1373% for 10 turns and instantly restoring 69 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
manasurge rune of the wizard (1919% regen over 10 turns; 96 instant mana) manasurge rune of the wizard (1919% regen over 10 turns; 96 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1919% for 10 turns and instantly restoring 96 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
manasurge rune of the wizard (1712% regen over 10 turns; 86 instant mana) manasurge rune of the wizard (1712% regen over 10 turns; 86 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1712% for 10 turns and instantly restoring 86 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
shielding rune of the psychic (absorb 414 for 5 turns) shielding rune of the psychic (absorb 414 for 5 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: 11 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 414 damage for 5 turns. Its effects scale with your Willpower 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 513 for 6 turns) shielding rune of the sneak (absorb 513 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: 18 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 513 damage for 6 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. |
shielding rune of the wizard (absorb 732 for 8 turns) shielding rune of the wizard (absorb 732 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: 12 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 732 damage for 8 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 357 for 6 turns) shielding rune of the wizard (absorb 357 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: 18 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 357 damage for 6 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Rune of the Rift (522.00 temporal damage, removed from time 4 turns) Rune of the Rift (522.00 temporal damage, removed from time 4 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: 6 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 621.18 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Fularab the copper amulet Fularab the copper amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Changes resistances: +3% nature Changes damage: +6% arcane Teleport immunity: +50% It can be used to teleport you randomly (rad 30), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
Withering Orbs 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 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
restful copper amulet of willpower (+2) restful copper amulet of willpower (+2)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Wil Life regen: +0.90 Amulets can have magical properties. |
Swampspawner the steel amulet Swampspawner the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Str / +1 Mag / +2 Cun Changes resistances: +8% physical Reduces incoming crit damage: 5.00% Stamina each turn: +0.60 Amulets can have magical properties. |
restful steel amulet of healing restful steel amulet of healingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Cut immunity: +50% Life regen: +1.40 Healing mod.: +14% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 232 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Eilinawen the gold amulet Eilinawen the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Damage when hit (Melee): 8 acid Changes resistances cap: +5% all Changes resistances penetration: +15% acid Changes damage: +6% blight Physical save: +14 (+5 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Amulets can have magical properties. |
Layumina LayuminaPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -2% Changes stats: +3 Dex Changes damage: +11% blight / +11% fire Critical mult.: +16.00% Reduces incoming crit damage: 15.00% Maximum stamina: +15.00 Spellpower: +11 (+3 eff.) Amulets can have magical properties. |
Maluledur MaluledurInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Cun / +3 Wil Critical mult.: +5.00% Mental save: +8 (+2 eff.) Confusion immunity: +16% Hate when firing a critical mind attack: +1.00 Maximum hate: +4.00 Mindpower: +7 (+2 eff.) Amulets can have magical properties. |
gold amulet 'Hathurig' gold amulet 'Hathurig'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Str / +2 Mag / +4 Con Physical save: +11 (+4 eff.) Life regen: +1.40 Maximum life: +38.00 See invisible: +3 Amulets can have magical properties. |
protective gold amulet of healing protective gold amulet of healingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +5 Defense: +7 (+2 eff.) Changes resistances cap: +3% all Physical save: +10 (+4 eff.) Cut immunity: +60% Healing mod.: +22% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 299 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Skysquall the stralite amulet Skysquall the stralite amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 4 lightning Changes stats: +1 Mag Changes resistances: +21% lightning / +14% temporal / +14% light / +18% darkness Changes damage: +12% blight / +6% arcane Critical mult.: +5.00% Blindness immunity: +28% Pinning immunity: +31% Stun/Freeze immunity: +32% Knockback immunity: +41% Amulets can have magical properties. |
Spellblaze Echoes Spellblaze EchoesPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +15 Spellpower: +8 (+2 eff.) Spell crit. chance: +6% It can be used to unleash a destructive wail, destroying terrain and dealing 982.80 physical damage (based on Magic) in a radius of 3, costing 60 power out of 60/60. This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
Elirewyn the voratun amulet Elirewyn the voratun amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Damage when hit (Melee): 8 mind Changes stats: +1 Cun / +2 Con Changes resistances penetration: +10% physical Physical save: +6 (+2 eff.) Teleport immunity: +50% Heals friendly targets nearby when you use a nature summon: +20 It can be used to teleport you randomly (rad 64), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
Hadur HadurPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +6 Defense: +12 (+4 eff.) Fatigue: -8% Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 8 blight Changes resistances: +9% acid Changes resistances cap: +7% all Changes damage: +26% blight / +11% fire / +6% acid Critical mult.: +14.00% Physical save: +22 (+7 eff.) Life regen: +2.90 Spellpower: +15 (+4 eff.) Amulets can have magical properties. |
enraging voratun amulet of vision enraging voratun amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +8 (+2 eff.) Changes damage: +8% physical Blindness immunity: +39% Infravision radius: +2 Sight radius: +2 See invisible: +13 Combat speed: +10% Amulets can have magical properties. |
protective voratun amulet protective voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +9 (+3 eff.) Changes resistances cap: +5% all Physical save: +19 (+6 eff.) Amulets can have magical properties. |
voratun amulet 'Belayana' voratun amulet 'Belayana'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Damage when hit (Melee): 20 arcane Changes stats: +10 Dex / +6 Mag / +10 Cun / +10 Con Changes resistances: +30% lightning / +5% arcane Changes damage: +3% arcane Physical save: +3 (+1 eff.) Mental save: +29 (+8 eff.) Silence immunity: +10% Stun/Freeze immunity: +44% Life regen: +1.50 Stamina each turn: +1.30 Mana each turn: +0.53 Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +54.00 Movement speed: +10% Amulets can have magical properties. |
voratun amulet of perfection (0.40 Spell / Temporal,0.40 Psionic / Discharge) voratun amulet of perfection (0.40 Spell / Temporal,0.40 Psionic / Discharge)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Talent masteries: +0.40 Psionic / Discharge +0.40 Spell / Temporal Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Areladedur AreladedurInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Dex / +1 Con Mental save: +6 (+2 eff.) Confusion immunity: +22% Rings can have magical properties. |
copper ring 'Dairosahor' copper ring 'Dairosahor'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 mind Changes resistances: +20% darkness Changes resistances penetration: +10% mind Changes damage: +10% darkness Critical mult.: +5.00% Maximum psi: +30.00 Rings can have magical properties. |
Gilorafang GilorafangPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +1 Wil Changes resistances: +13% temporal Changes damage: +13% temporal Mindpower: +6 (+2 eff.) Rings can have magical properties. |
Lelyhir LelyhirCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+2 eff.) Physical power: +2 (+1 eff.) Defense: +12 (+4 eff.) Damage when hit (Melee): 8 temporal / 4 physical Changes stats: +6 Cun / +2 Dex Rings can have magical properties. |
steel ring 'Beraharadin' steel ring 'Beraharadin'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 blight Changes resistances penetration: +5% blight / +10% temporal Changes damage: +9% blight / +9% temporal Blindness immunity: +30% Infravision radius: +4 See stealth: +12 See invisible: +11 Rings can have magical properties. |
steel ring 'Blinddredge' steel ring 'Blinddredge'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Damage when hit (Melee): 20 light Changes stats: +2 Str Changes damage: +3% blight Physical save: +7 (+3 eff.) Spell save: +7 (+1 eff.) Mental save: +6 (+2 eff.) Blindness immunity: +25% Infravision radius: +4 See stealth: +9 See invisible: +6 Rings can have magical properties. |
steel ring 'Grinokalthorim' steel ring 'Grinokalthorim'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 mind Changes resistances: +12% acid Mental save: +9 (+3 eff.) Confusion immunity: +25% Pinning immunity: +10% Only die when reaching: -60.00 life Rings can have magical properties. |
Balurokath the gold ring Balurokath the gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances penetration: +5% temporal Mental save: +10 (+3 eff.) Confusion immunity: +28% Mana each turn: +0.04 Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Maximum vim: +10.00 Spellpower: +4 (+1 eff.) Rings can have magical properties. |
Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Ravenravage the gold ring Ravenravage the gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 4 lightning / 4 fire / 8 darkness Changes resistances: +3% fire Changes resistances penetration: +20% darkness / +5% fire Blindness immunity: +34% Infravision radius: +5 See stealth: +16 See invisible: +16 Rings can have magical properties. |
gold ring 'Brighttrencher' gold ring 'Brighttrencher'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Wil Changes resistances: +16% mind / +6% fire Changes damage: +16% mind Reduces incoming crit damage: 10.00% Infravision radius: +3 Rings can have magical properties. |
mule's gold ring of frost (+30%) mule's gold ring of frost (+30%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -5% Changes resistances: +30% cold Changes damage: +15% cold Maximum encumbrance: +25 Rings can have magical properties. |
Armodunadar ArmodunadarInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+4 eff.) Changes stats: +3 Cun / +6 Dex Changes resistances: +32% nature Changes resistances penetration: +10% acid Changes damage: +3% acid / +16% nature / +6% mind Life regen: +1.70 Maximum life: +85.00 Mental crit. chance: +2% Healing mod.: +24% Rings can have magical properties. |
Ring of the Archlich Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+2 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+2 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+4 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
stralite ring 'Yvalle' stralite ring 'Yvalle'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+4 eff.) Defense: +13 (+4 eff.) Damage when hit (Melee): 8 mind / 20 blight Changes resistances penetration: +5% mind Changes damage: +3% mind Movement speed: +20% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. |
Exiler ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 185.74 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 3 turn(s), costing 32 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring 'Bilecast' voratun ring 'Bilecast'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 20% chance to disease Damage when hit (Melee): 12 nature Changes resistances penetration: +5% nature Changes damage: +6% nature / +6% blight Blindness immunity: +50% Infravision radius: +6 See stealth: +24 See invisible: +13 Rings can have magical properties. |
voratun ring 'Elenarerach' voratun ring 'Elenarerach'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+4 eff.) Changes stats: +10 Str / +7 Mag / +8 Cun / +10 Con Changes resistances: +40% darkness / +5% arcane Changes resistances penetration: +10% arcane Changes damage: +20% darkness Spell save: +9 (+2 eff.) Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +30.00 Spellpower: +19 (+5 eff.) Rings can have magical properties. |
Yvenn the dragonbone vilestaff (139% power, 10 apr, darkness element) Yvenn the dragonbone vilestaff (139% power, 10 apr, darkness element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 139% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +10 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour penetration: +1 Armour: +6 Defense: +7 (+2 eff.) Damage (Melee): 35 fire Changes stats: +1 Con Maximum wards: +2 darkness Changes damage: +32% darkness / +6% physical Talents granted: +2 Ward +1 Command Staff Critical mult.: +35.00% Reduces incoming crit damage: 5.00% Physical save: +8 (+3 eff.) Spell save: +9 (+2 eff.) Mental save: +14 (+4 eff.) Spellpower: +22 (+6 eff.) Spell crit. chance: +12% See invisible: +5 Staves designed for wielders of magic, by the greats of the art. |
Awakened Staff of Absorption (172% power, 60 apr, fire element) Awakened Staff of Absorption (172% power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+11 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Beandil the Thundernight (5 def, 0 armour) Beandil the Thundernight (5 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 12 light / 4 lightning Changes stats: +8 Mag Changes resistances penetration: +15% lightning / +10% temporal / +10% physical Changes damage: +9% physical / +13% temporal / +6% arcane / +20% all Mental save: +26 (+7 eff.) Spellpower: +18 (+5 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +4% Reduces paradox anomalies(equivalent to willpower): +11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Camyrion' (5 def, 0 armour) elven-silk robe 'Camyrion' (5 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Accuracy: +2 (+1 eff.) Defense: +5 (+2 eff.) Fatigue: -2% Damage when hit (Melee): 12 mind Changes stats: +4 Dex / +9 Mag / +10 Con Changes resistances: +3% blight Changes resistances penetration: +15% temporal / +15% physical Changes damage: +13% temporal / +20% nature / +20% physical Critical mult.: +6.00% Spell save: +29 (+7 eff.) Poison immunity: +50% Disease immunity: +50% Stamina each turn: +0.20 Spellpower: +6 (+2 eff.) Spell crit. chance: +6% Reduces paradox anomalies(equivalent to willpower): +15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Globeth the drakeskin leather armour (5 def, 8 armour) Globeth the drakeskin leather armour (5 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Physical power: +48 (+11 eff.) Armour: +8 Defense: +5 (+2 eff.) Fatigue: +2% Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 20 physical / 8 temporal Changes stats: +21 Str / +19 Mag / +20 Wil Changes resistances: +35% lightning / +3% temporal / +1% physical Changes resistances penetration: +5% temporal Changes damage: +3% physical / +15% temporal Spellpower: +42 (+10 eff.) Spell crit. chance: +19% Mindpower: +49 (+13 eff.) Mental crit. chance: +20% A suit of armour made of leather. |
hardened leather belt 'Firekiss' hardened leather belt 'Firekiss'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +1 Con Changes resistances: +5% acid / +7% fire / +6% cold / +12% mind / +7% lightning Changes resistances penetration: +5% mind / +9% physical Changes damage: +6% fire / +10% physical Mental save: +8 (+2 eff.) Mindpower: +4 (+1 eff.) A belt that goes around your waist. |
hardened leather belt of burglary hardened leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +5 Cun / +7 Lck Trap disarming bonus: +17 Stealth bonus: +10 Infravision radius: +5 A belt that goes around your waist. |
Lightning Catcher Lightning CatcherInfused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: +5% Changes resistances: +30% lightning Stun/Freeze immunity: +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
Splendourrupture the drakeskin leather belt Splendourrupture the drakeskin leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 4 mind Changes stats: +5 Dex / +6 Mag / +6 Cun / +10 Lck Changes resistances: +3% mind Changes resistances penetration: +15% light Changes damage: +9% light / +15% mind Trap disarming bonus: +11 Stealth bonus: +13 Mental save: +15 (+4 eff.) Mana each turn: +0.51 Maximum mana: +39.00 Spellpower: +8 (+2 eff.) Light radius: +2 Infravision radius: +6 A belt that goes around your waist. |
Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+2 eff.) It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 7 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 216.19 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Xerirewen (2 def, 0 armour) Xerirewen (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Cun / +4 Wil Changes resistances: +9% cold Reduces incoming crit damage: 5.00% Spell save: +18 (+4 eff.) Mental save: +18 (+5 eff.) Silence immunity: +5% Knockback immunity: +5% Teleport immunity: +20% Spell crit. chance: +2% Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Elith' (2 def, 0 armour) cashmere cloak 'Elith' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Reduces incoming crit damage: 10.00% Physical save: +27 (+8 eff.) Spell save: +9 (+2 eff.) Mental save: +8 (+2 eff.) Silence immunity: +10% Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Smolderire (3 def, 0 armour) Smolderire (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 12 fire Changes stats: +4 Mag Changes resistances: +18% darkness Changes resistances penetration: +20% darkness Changes damage: +3% fire / +23% darkness / +9% arcane Stealth bonus: +20 Spell crit. chance: +1% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Emeleritta the pair of hardened leather boots (0 def, 3 armour) Emeleritta the pair of hardened leather boots (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Str / +8 Dex / +2 Wil / +3 Con / +9 Lck Changes damage: +3% temporal Stealth bonus: +8 Spellpower: +4 (+1 eff.) Light radius: +1 Infravision radius: +2 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 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. A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of hardened leather boots 'Prismbrand' (0 def, 3 armour) pair of hardened leather boots 'Prismbrand' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +3% Damage when hit (Melee): 4 light Changes stats: +1 Dex / +4 Cun / +4 Con Physical save: +18 (+6 eff.) Mental save: +18 (+5 eff.) Life regen: +0.40 Only die when reaching: -60.00 life Light radius: +2 A pair of boots made of leather. |
Mayemina the Murknoon (0 def, 5 armour) Mayemina the Murknoon (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +8 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +1 Str Changes resistances: +27% darkness / +30% temporal Changes resistances penetration: +20% temporal / +16% darkness / +26% physical Changes damage: +6% darkness Reduces incoming crit damage: 15.00% Life regen: +0.60 Stamina each turn: +1.10 Maximum stamina: +29.00 Defense after a teleport: +24 Resist all after a teleport: +18% New effects duration reduction after a teleport: +30% A pair of boots made of leather. |
Shadowsever (0 def, 5 armour) Shadowsever (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 arcane Changes stats: +4 Mag / +4 Wil Changes resistances: +30% darkness / +25% temporal Changes resistances penetration: +20% temporal / +23% darkness / +15% arcane Changes damage: +12% darkness / +9% arcane Silence immunity: +50% Confusion immunity: +46% Stun/Freeze immunity: +48% Defense after a teleport: +30 Resist all after a teleport: +17% New effects duration reduction after a teleport: +22% It can be used to blink to a nearby random location (rad 12), putting all charms on cooldown for 25 turns. A pair of boots made of leather. |
Xeroldana the pair of drakeskin leather boots (0 def, 5 armour) Xeroldana the pair of drakeskin leather boots (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +5.0% Physical power: +6 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +10 Str / +6 Mag / +6 Wil / +10 Con Changes resistances: +6% fire / +2% physical Changes damage: +10% physical Critical mult.: +6.00% Spell save: +3 (+0 eff.) Poison immunity: +20% Confusion immunity: +10% Stun/Freeze immunity: +5% Mana each turn: +0.45 Maximum mana: +60.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +4% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
brawler's drakeskin leather gloves of dispersion (0 def, 3 armour) brawler's drakeskin leather gloves of dispersion (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 18 arcane Changes stats: +4 Str / +4 Dex / +8 Mag / +8 Wil / +4 Cun Changes resistances: +10% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +10 (+4 eff.) It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Gleamstun' (0 def, 3 armour) drakeskin leather gloves 'Gleamstun' (0 def, 3 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +35 (+12 eff.) Armour: +3 Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Str / +6 Dex / +3 Wil / +6 Cun / +5 Con Changes resistances: +6% acid / +6% temporal / +14% darkness / +3% light Talent mastery: +0.20 Technique / Grappling Spell save: +6 (+1 eff.) Disarm immunity: +49% Infravision radius: +4 It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 34 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Hathidur the drakeskin leather cap (0 def, 5 armour) Hathidur the drakeskin leather cap (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +11 (+3 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 4 arcane Changes stats: +12 Str / +8 Dex / +5 Wil Changes resistances: +15% nature / +14% physical Changes resistances penetration: +10% mind Changes damage: +3% blight / +6% mind / +3% arcane Critical mult.: +15.00% Physical save: +14 (+5 eff.) Spell save: +9 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +110.00 Healing mod.: +28% A cap made of leather. |
Porigana the Blindstreak (3 def, 0 armour) Porigana the Blindstreak (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 10 arcane resource burn Changes stats: +6 Cun / +6 Wil Changes resistances: +36% lightning / +20% physical / +18% darkness / +12% fire / +9% nature / +6% temporal Changes resistances penetration: +10% darkness Changes damage: +18% lightning / +19% physical / +15% darkness Maximum hate: +14.00 Mindpower: +15 (+4 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
Tempesthunter the voratun helm (0 def, 5 armour) Tempesthunter the voratun helm (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature 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 Damage when hit (Melee): 8 mind / 6 physical Changes stats: +10 Str / +6 Dex Changes resistances: +5% cold Changes damage: +12% mind / +15% lightning Allows you to breathe in: water It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 513.4 Physical damage. If the attack hits, the target is confused (38% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 ametrine 5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
16 lapis lazuli 16 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 bloodstone 6 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
fire opal fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
21 diamond 21 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 moonstone 2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
19 pearl 19 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
242 alchemist agate 242 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. |
67 alchemist spinel 67 alchemist spinel0.00 Encumbrance. Type: alchemist-gem / green ; tier 1 When used as an alchemist bomb: Mana regain 10 Gems can be sold for money or used in arcane rituals. |
70 alchemist bloodstone 70 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
alchemist's lamp 'Phoenixarc' alchemist's lamp 'Phoenixarc'Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 12 fire Changes resistances: +12% fire Changes resistances penetration: +10% fire Changes damage: +6% temporal Mental save: +11 (+3 eff.) Light radius: +3 See stealth: +17 See invisible: +13 A normal brass lantern, enhanced by alchemy to make it brighter. |
Fireoblivion FireoblivionInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Changes stats: +5 Wil Changes resistances: +6% fire Changes damage: +9% fire Grants telepathy: Demon/Minor Demon/Major Critical mult.: +17.00% Mental save: +9 (+3 eff.) Maximum life: +64.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +11% Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Zeriyadar ZeriyadarCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +14 (+5 eff.) Fatigue: -2% Changes stats: +3 Str / +7 Wil / +9 Cun Changes resistances: +6% lightning Changes damage: +14% mind Critical mult.: +6.00% Reduces incoming crit damage: 10.00% Physical save: +17 (+5 eff.) Spell save: +17 (+4 eff.) Mental save: +17 (+5 eff.) Life regen: +1.00 Light radius: -6 Infravision radius: +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Gudanor' dwarven lantern 'Gudanor'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Changes resistances: +3% acid / +9% temporal / +3% light / +6% lightning Changes resistances penetration: +15% all Changes damage: +6% mind Spell save: +20 (+5 eff.) Light radius: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
useless but awesome rock useless but awesome rockInfused by nature 0.00 Encumbrance. [Unique] Type: misc / rock It can be used to invoke your inner bearness, costing 10 power out of 10/10. Awesome rock!!! |
Morningoracle the dwarven-steel pickaxe (dig speed 23 turns) Morningoracle the dwarven-steel pickaxe (dig speed 23 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 8 light Changes stats: +2 Str Changes resistances: +6% light Changes damage: +3% light Reduces incoming crit damage: 10.00% Physical save: +6 (+2 eff.) Only die when reaching: -40.00 life Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Communication 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) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 399/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 744.80 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Infernohue the steel torque of psychoportation [power 29] (30 cooldown) Infernohue the steel torque of psychoportation [power 29] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +6% lightning / +6% cold / +6% temporal Changes damage: +3% fire Spell save: +10 (+2 eff.) It can be used to teleport randomly (rad 29), putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
warded dwarven-steel torque of mindblast [power 177] (6 cooldown) warded dwarven-steel torque of mindblast [power 177] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Maximum wards: +2 physical / +3 mind / +2 darkness Talent granted: +1 Ward It can be used to fire a blast of psionic energies in a range 9 beam dealing 100.01 to 200.01 mind damage, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of psychoportation 'Hellidol' [power 133] (70 cooldown) voratun torque of psychoportation 'Hellidol' [power 133] (70 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +1 Con Changes resistances: +18% fire Changes resistances penetration: +5% fire Maximum encumbrance: +30 Life regen: +0.20 It can be used to teleport randomly (rad 133), putting all charms on cooldown for 70 turns. When used: 100% chance to regenerate 28 hate. Torques are made by powerful psionics to store psionic powers. |
elven-wood totem of cure ailments 'Neruyatira' [power 4] (10 cooldown) elven-wood totem of cure ailments 'Neruyatira' [power 4] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Armour penetration: +3 Physical crit. chance: +5.0% Damage when hit (Melee): 8 acid Changes stats: +1 Con Only die when reaching: -40.00 life Maximum life: +10.00 It can be used to remove up to 4 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 12 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Glorasetira the Murkdeath [power 2] (8 cooldown) Glorasetira the Murkdeath [power 2] (8 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +1 Str / +1 Dex / +2 Con Changes resistances: +3% darkness Changes resistances penetration: +15% darkness Grants telepathy: Demon/Minor Humanoid/Orc Demon/Major Reduces incoming crit damage: 5.00% It can be used to remove up to 2 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 8 turns. Natural totems are made by powerful wilders to store nature power. |
Dawnpride [power 50] (11 cooldown) Dawnpride [power 50] (11 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 8 light Grants telepathy: Humanoid/Orc Mental save: +20 (+5 eff.) Mental crit. chance: +7% It can be used to disarm traps (50 bonus disarm power, based on Magic) along a range 4 line, putting all charms on cooldown for 11 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Gleamglamour [power 12] (6 cooldown) Gleamglamour [power 12] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes resistances: +15% light / +3% darkness Maximum wards: +4 lightning / +4 temporal / +4 blight / +4 fire / +4 cold Changes resistances penetration: +5% light / +5% fire Changes damage: +9% darkness Talent granted: +1 Ward It can be used to reveal the area around you, dispelling darkness (radius 12, power 83 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Salibeth the Lightningbile [power 125] (22 cooldown) Salibeth the Lightningbile [power 125] (22 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 8 arcane Changes stats: +1 Wil Changes resistances penetration: +10% arcane / +10% mind Changes damage: +6% lightning Talents granted: +5 Strike +5 Volcano Equilibrium when hit: +0.12 It can be used to disarm traps (125 bonus disarm power, based on Magic) along a range 4 line, putting all charms on cooldown for 22 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By BoomBoom the Cornac Adventurer level 35
15th Regrowth 123rd year of Ascendancy at 08:52 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By BoomBoom the Cornac Adventurer level 50
8th Allure 124th year of Ascendancy at 21:10 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By BoomBoom the Cornac Adventurer level 34
13rd Regrowth 123rd year of Ascendancy at 15:38 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By BoomBoom the Cornac Adventurer level 43
60th Dusk 123rd year of Ascendancy at 10:47 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By BoomBoom the Cornac Adventurer level 49
51st Haze 123rd year of Ascendancy at 04:57 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By BoomBoom the Cornac Adventurer level 40
48th Dusk 123rd year of Ascendancy at 12:10 see stats
Can you bear it? So much bearness! (Insane (Adventure) difficulty)
Killed Borius in the Bearscape.By BoomBoom the Cornac Adventurer level 50
44th Regrowth 124th year of Ascendancy at 17:27 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By BoomBoom the Cornac Adventurer level 11
42nd Dusk 122nd year of Ascendancy at 09:38 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By BoomBoom the Cornac Adventurer level 39
45th Dusk 123rd year of Ascendancy at 01:45 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By BoomBoom the Cornac Adventurer level 42
51st Dusk 123rd year of Ascendancy at 13:36 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By BoomBoom the Cornac Adventurer level 50
69th Regrowth 124th year of Ascendancy at 18:14 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By BoomBoom the Cornac Adventurer level 22
41st Haze 122nd year of Ascendancy at 16:32 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By BoomBoom the Cornac Adventurer level 29
2nd Wintertide 123rd year of Ascendancy at 16:50 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By BoomBoom the Cornac Adventurer level 14
70th Dusk 122nd year of Ascendancy at 05:56 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By BoomBoom the Cornac Adventurer level 50
14th Regrowth 124th year of Ascendancy at 01:26 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By BoomBoom the Cornac Adventurer level 29
8th Decay 122nd year of Ascendancy at 03:17 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By BoomBoom the Cornac Adventurer level 10
13rd Dusk 122nd year of Ascendancy at 17:45 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By BoomBoom the Cornac Adventurer level 20
21st Haze 122nd year of Ascendancy at 20:22 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By BoomBoom the Cornac Adventurer level 30
1st Allure 123rd year of Ascendancy at 09:49 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By BoomBoom the Cornac Adventurer level 40
45th Dusk 123rd year of Ascendancy at 06:22 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By BoomBoom the Cornac Adventurer level 50
3rd Decay 123rd year of Ascendancy at 00:06 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By BoomBoom the Cornac Adventurer level 50
11st Regrowth 124th year of Ascendancy at 09:36 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By BoomBoom the Cornac Adventurer level 50
4th Allure 124th year of Ascendancy at 11:42 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By BoomBoom the Cornac Adventurer level 35
16th Dusk 123rd year of Ascendancy at 12:07 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By BoomBoom the Cornac Adventurer level 37
38th Dusk 123rd year of Ascendancy at 19:46 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By BoomBoom the Cornac Adventurer level 17
9th Haze 122nd year of Ascendancy at 06:13 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By BoomBoom the Cornac Adventurer level 39
45th Dusk 123rd year of Ascendancy at 06:10 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By BoomBoom the Cornac Adventurer level 50
69th Regrowth 124th year of Ascendancy at 18:13 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By BoomBoom the Cornac Adventurer level 10
30th Dusk 122nd year of Ascendancy at 23:20 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By BoomBoom the Cornac Adventurer level 50
11st Regrowth 124th year of Ascendancy at 13:27 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By BoomBoom the Cornac Adventurer level 10
22nd Dusk 122nd year of Ascendancy at 19:25 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By BoomBoom the Cornac Adventurer level 44
73rd Dusk 123rd year of Ascendancy at 15:56 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By BoomBoom the Cornac Adventurer level 32
9th Regrowth 123rd year of Ascendancy at 07:45 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By BoomBoom the Cornac Adventurer level 29
8th Decay 122nd year of Ascendancy at 04:27 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By BoomBoom the Cornac Adventurer level 33
12nd Regrowth 123rd year of Ascendancy at 06:45 see stats
Log
There is an item here: Life Drinker (152% power, 11 apr)
There is an item here: Steel Helm of Garkul (0 def, 6 armour)
There is an item here: Crown of Command (3 def, 6 armour)
There is an item here: insulating voratun amulet of perfection (0.39 Technique / Dual techniques,0.39 Wild-gift / Cold drake aspect)
There is an item here: Neira's Memory
There is an item here: Bladed Rift
There is an item here: Telos's Staff (Top Half) (143% power, 0 apr, cold element)
There is an item here: Telos's Staff (Bottom Half)
There is an item here: magewarrior's short dragonbone vilestaff of illumination (136% power, 6 apr, blight element)
There is an item here: Emyvea the dragonbone vilestaff (136% power, 6 apr, physical element)
There is an item here: Rod of Sarrilon (136% power, 4 apr, temporal element)
There is an item here: Black Robe (6 def, 0 armour)
There is an item here: Robe of the Archmage (10 def, 10 armour)
BoomBoom deactivates Crystalline Focus.
BoomBoom deactivates Quicken Spells.
BoomBoom deactivates Arcane Shield.
BoomBoom deactivates Beyond the Flesh.
BoomBoom deactivates Stealth.
BoomBoom deactivates Shielding.
BoomBoom deactivates Essence of Speed.
BoomBoom deactivates Chant of Fortitude.
BoomBoom deactivates Dark Ritual.
