Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Items Vault 1.3.0Donators/Buyers bonus! Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Marson's Bosses Gone AWOL 1.2.2The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 50 / 3007% |
| Size | medium |
| Lifes / Deaths | Killed by Gloryrebeth the faeros at level 27 on the 3rd Decay 122nd year of Ascendancy at 19:56 1 / 6Killed by Vorurida the fire drake at level 27 on the 4th Decay 122nd year of Ascendancy at 09:23 Killed by luminous horror at level 29 on the 4th Regrowth 123rd year of Ascendancy at 05:48 Killed by Arydana the ghoul at level 30 on the 15th Regrowth 123rd year of Ascendancy at 05:38 Killed by Polukira the storm drake hatchling at level 50 on the 45th Dusk 123rd year of Ascendancy at 06:31 Killed by Velidaremina the orc mage-hunter at level 50 on the 42nd Haze 123rd year of Ascendancy at 05:34 |
Primary Stats
| Strength | 59 (base 22) |
| Dexterity | 47 (base 30) |
| Constitution | 36 (base 20) |
| Magic | 107 (base 66) |
| Willpower | 95 (base 62) |
| Cunning | 91 (base 61) |
Resources
| Mana | 706/706 |
| Psi | 185/185 |
| Vim | 286/286 |
| Life | 1194/1194 |
| Positive | 139/177 |
| Stamina | 460/460 |
| Paradox | 400 |
| Healing Factor | 1.7 |
| Regeneration | 21.165 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +145% |
Vision
| Sight | 10 |
| Lite | -997 |
| Infravision | 10 |
| See Invisible | 23 |
| Stealth | 59.854463189915 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 127 |
| Accuracy | 43 |
| Crit Chance | 86% |
| APR | 19 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 74.25 |
| Crit Chance | 53% |
| Speed | 1 |
| Cooldown Reduction | 26.666666666667 |
Offense: Mind
| Mindpower | 54.3 |
| Crit Chance | 58% |
| Speed | 1 |
Offense: Damage Bonus
| All | +7% |
Defense: Base
| Armour (hardiness) | 19 (30%) |
| Defense | 32.975 |
| Ranged Defense | 32.975 |
| Fatigue | 0 |
| Physical Save | 54 |
| Spell Save | 75.1125 |
| Mental Save | 61.4625 |
Defense: Resistances
| All | + 7%( 70%) |
Defense: Immunities
| Teleport Resistance | 10% |
| Pinning Resistance | 66% |
| Disarm Resistance | 67% |
| Confusion Resistance | 48% |
| Silence Resistance | 35% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 73% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 15% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| 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 29% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning 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 1535% over 10 turns and instantly restoring 77 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 635 damage for 5 turns. The effect will scale with your magic stat. Its effects scale with your Magic stat. |
Class Talents
| Spell / Meta | 1.00 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Cunning / Stealth | 1.00 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Corruption / Blight | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Explosive admixtures | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Stone | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Spell / Staff combat | 1.20 |
| 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 |
| 2/5 |
| 1/5 |
| Celestial / Light | 1.00 |
| 2/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Stealth |
| talent | Dark Ritual |
| talent | Arcane Shield |
| talent | Crystalline Focus |
| talent | Quicken Spells |
| talent | Essence of Speed |
| talent | Chant of Fortress |
| talent | Shielding |
| talent | Beyond the Flesh |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. 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 |
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 Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)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 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Precognition (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Dreadfell. Escort: temporal explorer (level 3 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 6 of Dreadfell. Escort: temporal explorer (level 6 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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the 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: 2973. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
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 within3 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 | Xerussra the dragonbone magestaff (136% power, 7 apr, physical element) Xerussra the dragonbone magestaff (136% power, 7 apr, physical element)Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. [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: +7 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Damage (Melee): 35 fire Damage when hit (Melee): 4 physical Changes stats: +1 Str / +7 Con Changes resistances: +3% acid Changes damage: +36% physical Talent granted: +1 Command Staff Critical mult.: +40.00% Physical save: +9 (+3 eff.) Life regen: +1.10 Mana each turn: +0.31 Maximum mana: +55.00 Spellpower: +33 (+8 eff.) Spell crit. chance: +5% See invisible: +20 Healing mod.: +27% Staves designed for wielders of magic, by the greats of the art. |
| Quiver | 423 alchemist diamond 423 alchemist diamond0.00 Encumbrance. Type: alchemist-gem / white ; tier 5 When used as an alchemist bomb: Bomb damage +25% Gems can be sold for money or used in arcane rituals. |
| Light source | Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 6 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
| On head | Ragulen (3 def, 4 armour) Ragulen (3 def, 4 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +4 Defense: +3 (+2 eff.) Changes stats: +2 Str / +8 Mag / +9 Wil / +2 Cun / +3 Con Changes resistances: +30% darkness Changes damage: +20% darkness Grants telepathy: Humanoid/Orc Spellpower: +5 (+1 eff.) It can be used to activate talent Stone Wall, placing all other charms into a 80 cooldown : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: 7 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 262.18 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
| On feet | Emeluyamira (0 def, 3 armour) Emeluyamira (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +3% Changes resistances: +3% mind / +3% blight Changes resistances penetration: +10% blight / +9% physical / +5% mind Changes damage: +12% mind Physical save: +8 (+3 eff.) Spell save: +5 (+1 eff.) Mental save: +8 (+2 eff.) Silence immunity: +35% Confusion immunity: +28% Stun/Freeze immunity: +25% A pair of boots made of leather. |
| Tool | Yvyselle the Breezejam (dig speed 9 turns) Yvyselle the Breezejam (dig speed 9 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +8 Physical crit. chance: +14.0% Physical power: +7 (+2 eff.) Fatigue: -20% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 mind Changes stats: +23 Str / +9 Wil / +1 Con Changes resistances: +9% nature Changes resistances penetration: +10% nature Critical mult.: +20.00% Maximum hate: +8.00 Mental crit. chance: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | stralite ring 'Flarequeller' stralite ring 'Flarequeller'Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +10 (+5 eff.) Damage when hit (Melee): 8 fire Changes stats: +5 Cun Changes resistances: +6% blight / +3% temporal / +6% lightning / +6% acid Changes damage: +12% fire Disarm immunity: +30% Pinning immunity: +38% Stun/Freeze immunity: +24% Knockback immunity: +29% Life regen: +2.80 Maximum life: +39.00 Rings can have magical properties. |
| On fingers | stralite ring 'Isymissra' stralite ring 'Isymissra'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +1 Wil Changes resistances: +3% acid / +28% cold / +5% arcane / +6% temporal Changes damage: +14% cold Disarm immunity: +37% Pinning immunity: +28% Knockback immunity: +29% Life regen: +1.10 Maximum life: +94.00 See invisible: +3 Healing mod.: +13% Rings can have magical properties. |
| Around neck | Gilysachik the Noonspitter Gilysachik the NoonspitterPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour penetration: +1 Physical crit. chance: +3.0% Fatigue: -15% Damage when hit (Melee): 12 light / 8 physical Changes stats: +11 Mag Changes resistances: +1% physical Changes damage: +6% physical Life regen: +4.50 Mana each turn: +1.20 Spellpower on spell critical (stacks up to 3 times): +12 Maximum mana: +108.00 Amulets can have magical properties. |
| In main hand | Murkwinter the dragonbone vilestaff (151% power, 6 apr, physical element) Murkwinter the dragonbone vilestaff (151% power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 151% 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% On weapon hit: * 42% chance to cause random gloom Damage (Melee): +8 mind Burst (radius 1) on hit: +12 mind When wielded/worn: Physical crit. chance: +14.0% Damage (Melee): 40 arcane Damage when hit (Melee): 4 mind Changes resistances: +3% mind Changes damage: +41% physical Talent granted: +1 Command Staff Maximum mana: +120.00 Spellpower: +30 (+7 eff.) Spell crit. chance: +20% Staves designed for wielders of magic, by the greats of the art. |
| On hands | Camarobers (0 def, 2 armour) Camarobers (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Armour: +2 Damage (Melee): 9 darkness Damage when hit (Melee): 8 arcane Changes stats: +6 Cun / +2 Mag Changes resistances: +6% light / +22% darkness Changes resistances penetration: +10% blight Changes damage: +5% darkness Maximum vim: +10.00 Spellpower: +2 (+0 eff.) Infravision radius: +3 It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 35 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
| Around waist | Yvissra the drakeskin leather belt Yvissra the drakeskin leather beltCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +21.0% Physical power: +6 (+2 eff.) Damage when hit (Melee): 8 blight / 4 arcane Changes stats: +6 Cun / +6 Dex Changes resistances: +5% arcane Changes resistances penetration: +20% physical Changes damage: +25% physical Critical mult.: +9.00% Spell save: +15 (+4 eff.) Mental crit. chance: +15% Damage Shield penetration: +50% A belt that goes around your waist. |
| Cloak | Polybeth (16 def, 10 armour) Polybeth (16 def, 10 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +16 (+8 eff.) Changes stats: +6 Mag / +6 Wil Changes resistances: +20% nature / +20% blight Physical save: +35 (+10 eff.) Spell save: +73 (+16 eff.) Mental save: +36 (+9 eff.) Confusion immunity: +10% Knockback immunity: +15% Teleport immunity: +10% Life regen: +2.70 Maximum mana: +74.00 Healing mod.: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Bikini (0 def, 0 armour) Bikini (0 def, 0 armour)2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: You have never taken it off. Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Inventory
healing infusion of the sneak (heal 303) healing infusion of the sneak (heal 303)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 303 and cleanse 1 wound and poison effect. 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. |
healing infusion of the wizard (heal 278) healing infusion of the wizard (heal 278)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 278 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+19 for 10 turns, die at -501) heroism infusion of the sneak (+19 for 10 turns, die at -501)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: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 10 turns. While Heroism is active, you will only die when reaching -501 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+19 for 10 turns, die at -978) heroism infusion of the sneak (+19 for 10 turns, die at -978)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 10 turns. While Heroism is active, you will only die when reaching -978 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. |
movement infusion of the duelist (841% speed; 7 turns) movement infusion of the duelist (841% speed; 7 turns)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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 841% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (772% speed; 7 turns) movement infusion of the sneak (772% speed; 7 turns)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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 772% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (716% speed; 5 turns) movement infusion of the wizard (716% speed; 5 turns)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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 716% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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. |
wild infusion (resist 22%; cure mental, physical) wild infusion (resist 22%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 22% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 13%; cure mental, physical) wild infusion (resist 13%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 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 physical effect and reduce all damage taken by 13% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 19%; cure magical) wild infusion (resist 19%; 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 19% for 5 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 28%; cure mental) wild infusion (resist 28%; 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 28% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 10%; cure physical) wild infusion (resist 10%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 10% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 24%; cure mental) wild infusion of the duelist (resist 24%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 28%; cure mental, physical) wild infusion of the psychic (resist 28%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 28% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 34%; cure mental) wild infusion of the sneak (resist 34%; 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 34% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 28%; cure mental) wild infusion of the titan (resist 28%; 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: 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 effect and reduce all damage taken by 28% for 7 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. |
wild infusion of the titan (resist 32%; cure physical) wild infusion of the titan (resist 32%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 32% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 30%; cure mental) wild infusion of the wizard (resist 30%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 30% for 5 turns. Also removes cross-tier effects of the affected types for free. 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. |
Rune of the Rift (530.00 temporal damage, removed from time 4 turns) Rune of the Rift (530.00 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 567.10 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. |
shielding rune of the titan (absorb 375 for 7 turns) shielding rune of the titan (absorb 375 for 7 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: 13 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 375 damage for 7 turns. Its effects scale with your Constitution 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 744 for 6 turns) shielding rune of the wizard (absorb 744 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: 17 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 744 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. |
shielding rune of the wizard (absorb 565 for 6 turns) shielding rune of the wizard (absorb 565 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 565 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Balyrion BalyrionCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +6% darkness / +6% nature Changes resistances penetration: +15% mind Changes damage: +6% mind Physical save: +22 (+7 eff.) Spell save: +38 (+9 eff.) Mental save: +23 (+6 eff.) Cut immunity: +5% Silence immunity: +10% Stun/Freeze immunity: +5% Only die when reaching: -20.00 life Amulets can have magical properties. |
Beteravena the stralite amulet Beteravena the stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +13 Str / +6 Dex / +6 Wil / +2 Cun Changes resistances: +3% mind Reduces incoming crit damage: 5.00% Amulets can have magical properties. |
Dairydochak DairydochakInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +8 Physical crit. chance: +5.0% Armour: +7 Defense: +10 (+5 eff.) Changes stats: +5 Mag / +2 Wil / +8 Con Changes resistances cap: +6% all Changes damage: +6% blight Critical mult.: +13.00% Physical save: +25 (+8 eff.) Spell save: +6 (+2 eff.) Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Amulets can have magical properties. |
Demonraven the stralite amulet Demonraven the stralite amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +8 (+2 eff.) Effects on melee hit: * 15% chance to inflict damage reduction Changes stats: +2 Mag Changes resistances: +6% darkness Changes damage: +15% temporal / +12% darkness / +8% physical Teleport immunity: +50% Combat speed: +10% It can be used to teleport you randomly (rad 58), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
Frost Lord's Chain Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+3 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Porywyn the Coalfurnace Porywyn the CoalfurnaceCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +6 Physical crit. chance: +6.0% Damage when hit (Melee): 8 mind Changes resistances: +3% light / +5% arcane / +3% nature Changes resistances penetration: +15% mind Changes damage: +6% darkness Critical mult.: +17.00% Amulets can have magical properties. |
Silelrathra the steel amulet Silelrathra the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances: +7% physical Reduces incoming crit damage: 15.00% Stamina each turn: +0.50 Infravision radius: +1 Heals friendly targets nearby when you use a nature summon: +10 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 (+3 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 1261.91 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 |
Unflinching Eye Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 It can be used to activate talent Arcane Eye (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Unlightwrecker UnlightwreckerInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Changes resistances penetration: +15% darkness Changes damage: +3% mind / +9% darkness Blindness immunity: +28% Infravision radius: +6 Sight radius: +2 See invisible: +8 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 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Xeralrata XeralrataPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Dex / +5 Mag Changes damage: +8% acid / +6% fire / +8% cold / +5% lightning Grants telepathy: Dragon Spellpower: +6 (+2 eff.) Spell crit. chance: +6% See invisible: +6 Amulets can have magical properties. |
Yvutha the voratun amulet Yvutha the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+7 eff.) Armour: +8 Defense: +30 (+12 eff.) Damage when hit (Melee): 8 arcane Changes stats: +20 Lck Changes resistances: +29% temporal Changes resistances cap: +7% all Physical save: +21 (+7 eff.) Pinning immunity: +49% Knockback immunity: +50% Mana each turn: +0.12 Psi when hit: +0.08 Mana when firing critical spell: +2.00 Spellpower: +6 (+2 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
gold amulet of healing gold amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Cut immunity: +50% Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 342 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
restful stralite amulet of vision restful stralite amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -4% Blindness immunity: +19% Life regen: +2.50 Infravision radius: +5 Sight radius: +2 See invisible: +8 Amulets can have magical properties. |
savior's gold amulet of teleportation savior's gold amulet of teleportationPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical save: +13 (+4 eff.) Spell save: +19 (+5 eff.) Mental save: +15 (+4 eff.) Teleport immunity: +50% It can be used to teleport you randomly (rad 39), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
serendipitous stralite amulet of cunning (+13) serendipitous stralite amulet of cunning (+13)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +12 (+6 eff.) Changes stats: +13 Lck / +3 Cun Reduce all damage from unseen attackers: 15% Amulets can have magical properties. |
stralite amulet stralite amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 4 Amulets can have magical properties. |
voratun amulet 'Ravensin' voratun amulet 'Ravensin'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Damage when hit (Melee): 8 darkness Changes stats: +10 Str / +18 Dex / +5 Mag / +9 Wil / +9 Cun / +8 Con Changes resistances: +12% mind / +3% darkness Changes resistances penetration: +10% mind Changes damage: +9% darkness / +7% temporal / +6% light / +7% physical Life regen: +1.00 Stamina each turn: +1.50 Spellpower: +5 (+1 eff.) Spell crit. chance: +6% Movement speed: +10% 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. |
Airserpent the voratun ring Airserpent the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+7 eff.) Damage when hit (Melee): 12 blight Changes stats: +4 Str / +10 Dex / +1 Wil / +1 Cun / +15 Con Changes resistances: +40% acid Changes damage: +20% acid / +6% lightning Physical save: +18 (+6 eff.) Spell save: +20 (+5 eff.) Maximum stamina: +19.00 Infravision radius: +1 Rings can have magical properties. |
Aryldanne the Coalcutter Aryldanne the CoalcutterPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 4 darkness Changes resistances: +3% blight Changes damage: +3% blight / +9% darkness Blindness immunity: +38% Infravision radius: +5 See stealth: +13 See invisible: +12 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 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to inflict 193.75 temporal damage (based on Spellpower and Paradox, if any) on summons, removing any that survive from time, in a radius 2 ball out to range 5, 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. |
Glenn GlennPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+3 eff.) Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Changes resistances: +3% nature / +6% blight Spellpower: +10 (+2 eff.) Mindpower: +13 (+4 eff.) Rings can have magical properties. |
Hanador HanadorCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +3 Cun / +1 Wil Changes resistances penetration: +10% temporal Changes damage: +3% temporal Disarm immunity: +50% Pinning immunity: +47% Knockback immunity: +45% Equilibrium when hit: +0.08 Maximum life: +47.00 Mental crit. chance: +1% Rings can have magical properties. |
Voidblow VoidblowPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Changes stats: +2 Dex / +7 Mag / +11 Cun Spellpower: +13 (+3 eff.) Light radius: +1 Infravision radius: +2 Rings can have magical properties. |
conjurer's stralite ring of power conjurer's stralite ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +6 Mag / +5 Wil Spellpower: +19 (+5 eff.) Mindpower: +7 (+2 eff.) Rings can have magical properties. |
gladiator's voratun ring of life gladiator's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+4 eff.) Changes stats: +7 Str / +8 Con Life regen: +1.00 Maximum life: +94.00 Healing mod.: +20% Rings can have magical properties. |
gold ring 'Belibers' gold ring 'Belibers'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+3 eff.) Changes stats: +8 Dex / +8 Mag / +8 Wil / +6 Cun Changes resistances: +8% nature / +8% blight Grants telepathy: Humanoid/Orc Poison immunity: +19% Disease immunity: +19% Spellpower: +8 (+2 eff.) Light radius: +1 Rings can have magical properties. |
gold ring 'Stokestun' gold ring 'Stokestun'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: -6% Changes resistances: +6% blight / +6% cold / +9% lightning / +6% fire Maximum encumbrance: +32 Only die when reaching: -40.00 life Rings can have magical properties. |
mule's stralite ring of perseverance mule's stralite ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -6% Maximum encumbrance: +28 Stun/Freeze immunity: +26% Life regen: +0.80 Rings can have magical properties. |
steel ring 'Beoregoblek' steel ring 'Beoregoblek'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% lightning Changes damage: +11% lightning Critical mult.: +5.00% Mental save: +10 (+2 eff.) Mindpower: +4 (+1 eff.) Rings can have magical properties. |
stralite ring stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
voratun ring 'Nerossra' voratun ring 'Nerossra'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 8 physical Changes stats: +1 Dex / +1 Con Changes resistances: +40% nature / +34% cold Changes resistances penetration: +15% blight Changes damage: +20% nature / +17% cold Critical mult.: +6.00% Mental save: +15 (+4 eff.) Confusion immunity: +46% Life regen: +0.20 Stamina each turn: +0.40 Rings can have magical properties. |
wizard's stralite ring of arcana(+0.17/turn) wizard's stralite ring of arcana(+0.17/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+1 eff.) Silence immunity: +28% Mana each turn: +0.17 Rings can have magical properties. |
Awakened Staff of Absorption (172% power, 60 apr, physical element) Awakened Staff of Absorption (172% power, 60 apr, physical element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+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 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." |
Borulafang (136% power, 6 apr, light element) Borulafang (136% power, 6 apr, light element)Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. [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 mind / +8 blight Burst (radius 1) on hit: +8 mind When wielded/worn: Changes stats: +9 Con Changes resistances penetration: +15% light / +3% blight Changes damage: +30% light / +6% blight Talent granted: +1 Command Staff Life regen: +2.60 Mana when firing critical spell: +3.00 Spellpower: +30 (+7 eff.) Spell crit. chance: +5% Healing mod.: +23% Staves designed for wielders of magic, by the greats of the art. |
Rod of Sarrilon (136% power, 4 apr, physical element) Rod of Sarrilon (136% power, 4 apr, physical element)Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 150% Mag Damage type: Temporal Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Time Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+9 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
Betelle the hardened leather belt Betelle the hardened leather beltCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +9.0% Physical power: +9 (+2 eff.) Changes stats: +2 Wil Reduced damage from: +21% Summoned Critical mult.: +22.00% Mental save: +9 (+2 eff.) Psi when hit: +0.12 A belt that goes around your waist. |
Prismtrial PrismtrialPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -6% Effects on melee hit: * 10% chance to gain 10% of a turn * 15% chance to blind Damage when hit (Melee): 4 temporal Changes stats: +3 Wil Changes resistances: +9% light Changes resistances penetration: +5% light Reduced damage from: +26% Summoned Maximum encumbrance: +26 Mental save: +7 (+2 eff.) Maximum life: +45.00 Light radius: +2 A belt that goes around your waist. |
blurring hardened leather belt of resilience blurring hardened leather belt of resilienceInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +14 (+7 eff.) Stealth bonus: +8 Maximum life: +41.00 A belt that goes around your waist. |
drakeskin leather belt 'Belythra' drakeskin leather belt 'Belythra'Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +21.0% Physical power: +20 (+5 eff.) Changes stats: +5 Str / +5 Dex / +5 Cun / +6 Con Changes resistances: +9% lightning Critical mult.: +14.00% Physical save: +15 (+5 eff.) Mental save: +26 (+7 eff.) Teleport immunity: +15% Mindpower: +4 (+1 eff.) Mental crit. chance: +15% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Size category: +1 A belt that goes around your waist. |
Frozen Shroud (12 def, 0 armour) Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: +25% cold / -15% fire / +8% all It can be used to release a radius 4 blast of frozen vapors that deal 159.72 cold damage (based on Magic) each turn for 10 turns, costing 30 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Gloomspawn the cashmere cloak (2 def, 0 armour) Gloomspawn the cashmere cloak (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 8 blight Changes stats: +6 Wil Changes resistances penetration: +20% darkness Mental save: +17 (+4 eff.) Maximum life: +38.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lightningquake (10 def, 7 armour) Lightningquake (10 def, 7 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +7 Defense: +10 (+5 eff.) Changes stats: +3 Str / +3 Con Changes resistances: +5% arcane Changes resistances penetration: +15% lightning Changes damage: +3% arcane Physical save: +31 (+9 eff.) Spell save: +19 (+5 eff.) Mental save: +22 (+6 eff.) 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. |
Poraba (2 def, 0 armour) Poraba (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Mag / +3 Wil Spell save: +9 (+2 eff.) Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +10 Damage Shield penetration: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Velerassra' (2 def, 0 armour) cashmere cloak 'Velerassra' (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +3 Defense: +2 (+1 eff.) Changes stats: +2 Dex Changes resistances: +18% darkness Changes resistances penetration: +13% darkness Changes damage: +16% darkness Critical mult.: +10.00% Stealth bonus: +17 Mana when firing critical spell: +1.00 Healing mod.: +15% Damage Shield penetration: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Emetha' (9 def, 0 armour) elven-silk cloak 'Emetha' (9 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +9 (+4 eff.) Ranged Defense: +6 (+3 eff.) Changes stats: +5 Str / +4 Dex / +6 Mag / +6 Wil / +4 Cun / +4 Con Changes resistances: +9% mind / +3% lightning Spell save: +15 (+4 eff.) Disease immunity: +10% Stun/Freeze immunity: +25% Maximum mana: +80.00 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. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 66% (based on Cunning), costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Fuladoneg the pair of dwarven-steel boots (0 def, 4 armour) Fuladoneg the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +3% mind / +3% fire Reduces incoming crit damage: 15.00% Pinning immunity: +20% Only die when reaching: -20.00 life Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+4 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
invigorating pair of voratun boots of spellbinding (0 def, 5 armour) invigorating pair of voratun boots of spellbinding (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -6% Changes stats: +6 Mag Spell save: +8 (+2 eff.) Stamina each turn: +0.90 Maximum life: +49.00 Lowers spell cool-downs by: 10% Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of drakeskin leather boots 'Stormbait' (5 def, 5 armour) pair of drakeskin leather boots 'Stormbait' (5 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +11 Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Armour: +5 Defense: +5 (+2 eff.) Ranged Defense: +9 (+4 eff.) Fatigue: -5% Damage when hit (Melee): 4 lightning Changes stats: +2 Cun / +2 Wil Changes resistances: +5% arcane Reduces incoming crit damage: 15.00% Maximum encumbrance: +50 Physical save: +11 (+4 eff.) Infravision radius: +1 A pair of boots made of leather. |
Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
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. |
Deepsshine (0 def, 2 armour) Deepsshine (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 9 arcane / 9 darkness Changes stats: +8 Mag / +6 Wil / +3 Cun Changes resistances: +6% acid / +5% arcane / +7% light / +23% darkness Changes resistances penetration: +15% acid Changes damage: +5% darkness Infravision radius: +1 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. Metal gloves protecting the hands up to the middle of the lower arm. |
Hand of the World-Shaper (0 def, 12 armour) Hand of the World-Shaper (0 def, 12 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+2 eff.) Spell crit. chance: +10% It can be used to activate talent Earthquake (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 145.90 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Huragar the Heatwar (0 def, 2 armour) Huragar the Heatwar (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +11 Armour: +2 Changes stats: +1 Str / +6 Dex / +1 Wil / +7 Cun / +1 Con Changes damage: +12% fire Reduces incoming crit damage: 10.00% Infravision radius: +1 It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Toxinbringer the voratun gauntlets (0 def, 8 armour) Toxinbringer the voratun gauntlets (0 def, 8 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +13 (+3 eff.) Armour: +8 Effects on melee hit: * Slows global speed by 15% Changes stats: +9 Str / +4 Dex / +4 Cun Changes resistances: +9% nature Changes resistances penetration: +5% nature Changes damage: +3% mind Talent cooldown: Double Strike (-1 turn) Physical save: +10 (+3 eff.) Mental save: +12 (+3 eff.) Maximum life: +69.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Dourwilder (7 def, 4 armour) Dourwilder (7 def, 4 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +4 Defense: +7 (+4 eff.) Fatigue: +4% Effects when hit in melee: * 13% chance to gain 10% of a turn Changes stats: +6 Cun Changes resistances: +8% acid / +8% fire / +7% lightning / +10% cold Changes resistances penetration: +5% darkness Allows you to breathe in: water Mental save: +20 (+5 eff.) Equilibrium when hit: +0.16 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Heatbait the drakeskin leather cap (0 def, 5 armour) Heatbait the drakeskin leather cap (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +3 Armour: +5 Fatigue: +5% Changes stats: +7 Str / +10 Wil / +5 Cun Changes resistances penetration: +10% temporal Changes damage: +9% fire / +6% physical Maximum encumbrance: +60 Physical save: +25 (+8 eff.) Mental save: +15 (+4 eff.) Mindpower: +6 (+2 eff.) Light radius: +2 Healing mod.: +10% A cap made of leather. |
Xeribeth the drakeskin leather cap (0 def, 5 armour) Xeribeth the drakeskin leather cap (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 16 acid Changes stats: +5 Str / +9 Dex / +8 Mag / +9 Wil / +5 Cun / +4 Con Changes damage: +20% blight / +15% arcane Physical save: +25 (+8 eff.) Spell crit. chance: +5% Infravision radius: +3 A cap made of leather. |
aegis elven-silk wizard hat of the sentry (3 def, 0 armour) aegis elven-silk wizard hat of the sentry (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Life regen: +4.70 Infravision radius: +7 See stealth: +25 See invisible: +6 Damage Shield Power: +10% It can be used to activate talent Circle of Warding, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 66%, and attempts to push all creatures other then yourself out of its radius, inflicting 14.08 light damage and 17.37 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
hardened leather cap 'Ivyranor' (0 def, 6 armour) hardened leather cap 'Ivyranor' (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +6 Fatigue: +3% Changes stats: +2 Cun Only die when reaching: -60.00 life Maximum stamina: +5.00 Infravision radius: +3 A cap made of leather. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2311 alchemist agate 2311 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. |
185 alchemist onyx 185 alchemist onyx0.00 Encumbrance. Type: alchemist-gem / black ; tier 3 When used as an alchemist bomb: Bomb damage +15% Gems can be sold for money or used in arcane rituals. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Armuchik the voratun pickaxe (dig speed 8 turns) Armuchik the voratun pickaxe (dig speed 8 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +10 (+2 eff.) Effects on melee hit: * 30% chance to corrode armour Changes stats: +5 Str / +1 Con Changes resistances: +15% darkness Changes resistances penetration: +5% arcane / +5% acid Changes damage: +6% arcane Damage affinity(heal): +15% darkness Critical mult.: +20.00% Light radius: +2 Infravision radius: +12 See invisible: +15 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Bethymina (dig speed 14 turns) Bethymina (dig speed 14 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +4 Str / +3 Con Changes resistances: +6% blight / +3% fire / +9% light Changes resistances penetration: +5% acid / +10% mind Physical save: +11 (+4 eff.) Spell save: +12 (+3 eff.) Mental save: +10 (+2 eff.) Maximum life: +73.00 Light radius: +1 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe of delving (dig speed 24 turns) voratun pickaxe of delving (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +7 Str / +4 Con Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe of quickening (dig speed 19 turns) voratun pickaxe of quickening (dig speed 19 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
58 alchemist jade 58 alchemist jade0.00 Encumbrance. Type: alchemist-gem / green ; tier 4 When used as an alchemist bomb: Slows by 17% Gems can be sold for money or used in arcane rituals. |
Boriharakan BoriharakanPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Defense: +5 (+2 eff.) Fatigue: -6% Damage when hit (Melee): 38 fire Changes stats: +1 Str Changes resistances: +14% fire Changes resistances penetration: +10% acid Maximum encumbrance: +20 Physical save: +13 (+4 eff.) Spell save: +14 (+4 eff.) Mental save: +14 (+4 eff.) Life regen: +0.40 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Glintwind the dwarven lantern Glintwind the dwarven lanternPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +2 (+1 eff.) Armour penetration: +15 Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 30 fire Changes stats: +3 Dex Changes resistances: +13% light / +9% fire Changes resistances penetration: +15% all Changes damage: +15% darkness Damage affinity(heal): +5% darkness Critical mult.: +9.00% Physical save: +10 (+3 eff.) Light radius: +8 Infravision radius: +5 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 260.66 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Hanadar HanadarInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +4 Con Reduces incoming crit damage: 10.00% Physical save: +15 (+5 eff.) Light radius: +5 Infravision radius: +2 See invisible: +9 Healing mod.: +19% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dreamer's dwarven lantern of corpselight dreamer's dwarven lantern of corpselightPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +13% blight / +6% darkness Mental save: +9 (+2 eff.) Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Mindpower: +10 (+3 eff.) Mental crit. chance: +6% Light radius: +4 Infravision radius: +5 See invisible: +9 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 25 blight damage or heals 35 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
196 alchemist bloodstone 196 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. |
153 alchemist fire opal 153 alchemist fire opal0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Additional 40 fire damage Gems can be sold for money or used in arcane rituals. |
303 alchemist ruby 303 alchemist ruby0.00 Encumbrance. Type: alchemist-gem / red ; tier 4 When used as an alchemist bomb: Bomb damage +20% Gems can be sold for money or used in arcane rituals. |
23 bloodstone 23 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. |
7 fire opal 7 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. |
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 248/400. 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 671.96 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. |
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. |
Voremira the steel torque of clear mind [power 2] (10 cooldown) Voremira the steel torque of clear mind [power 2] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +5% arcane Changes damage: +3% mind It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
Branadradur [power 39] (20 cooldown) Branadradur [power 39] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +2 Cun Changes resistances penetration: +10% blight / +5% mind Changes damage: +12% blight Grants telepathy: Humanoid/Orc Critical mult.: +10.00% Maximum hate: +2.00 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 39), putting all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered dragonbone wand of trap destruction [power 181] (26 cooldown) overpowered dragonbone wand of trap destruction [power 181] (26 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to disarm traps (181 disarm power, Magic) along a range 4 line, putting all charms on cooldown for 26 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
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. |
158 alchemist moonstone 158 alchemist moonstone0.00 Encumbrance. Type: alchemist-gem / white ; tier 5 When used as an alchemist bomb: 20% chance to stun for 3 turns Gems can be sold for money or used in arcane rituals. |
112 alchemist pearl 112 alchemist pearl0.00 Encumbrance. Type: alchemist-gem / white ; tier 5 When used as an alchemist bomb: Lights terrain (power 100) Gems can be sold for money or used in arcane rituals. |
26 diamond 26 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. |
10 moonstone 10 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 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. |
16 pearl 16 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. |
Now you have it (dig speed 12 turns) Now you have it (dig speed 12 turns)Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Damage when hit (Melee): 8 blight Changes stats: +4 Str / +2 Dex / +4 Mag / +6 Cun Changes resistances: +15% nature / +18% fire Changes damage: +10% nature Lowers spell cool-downs by: 10% Infravision radius: +9 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 Flashy the Cornac Adventurer level 35
71st Regrowth 123rd year of Ascendancy at 18:52 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Flashy the Cornac Adventurer level 50
63rd Dusk 123rd year of Ascendancy at 18:04 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Flashy the Cornac Adventurer level 35
70th Regrowth 123rd year of Ascendancy at 04:28 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Flashy the Cornac Adventurer level 45
43rd Pyre 123rd year of Ascendancy at 10:54 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Flashy the Cornac Adventurer level 43
38th Pyre 123rd year of Ascendancy at 14:38 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Flashy the Cornac Adventurer level 50
33rd Dusk 123rd year of Ascendancy at 13:40 see stats
Bikining along! (Insane (Adventure) difficulty)
Won the game without ever taking off her bikini.By Flashy the Cornac Adventurer level 50
45th Haze 123rd year of Ascendancy at 00:08 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Flashy the Cornac Adventurer level 40
29th Pyre 123rd year of Ascendancy at 18:37 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Flashy the Cornac Adventurer level 10
17th Dusk 122nd year of Ascendancy at 19:32 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Flashy the Cornac Adventurer level 37
14th Pyre 123rd year of Ascendancy at 05:07 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Flashy the Cornac Adventurer level 48
2nd Dusk 123rd year of Ascendancy at 05:17 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Flashy the Cornac Adventurer level 26
1st Decay 122nd year of Ascendancy at 08:37 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Flashy the Cornac Adventurer level 50
45th Haze 123rd year of Ascendancy at 00:08 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Flashy the Cornac Adventurer level 24
63rd Haze 122nd year of Ascendancy at 19:00 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Flashy the Cornac Adventurer level 39
20th Pyre 123rd year of Ascendancy at 20:00 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Flashy the Cornac Adventurer level 50
79th Dusk 123rd year of Ascendancy at 15:19 see stats
Guiding Hand (Insane (Adventure) difficulty)
Saved all escorted adventurers.By Flashy the Cornac Adventurer level 36
9th Pyre 123rd year of Ascendancy at 18:50 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 Flashy the Cornac Adventurer level 29
6th Regrowth 123rd year of Ascendancy at 01:40 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Flashy the Cornac Adventurer level 44
38th Pyre 123rd year of Ascendancy at 20:14 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Flashy the Cornac Adventurer level 10
6th Dusk 122nd year of Ascendancy at 04:22 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Flashy the Cornac Adventurer level 20
75th Dusk 122nd year of Ascendancy at 23:40 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Flashy the Cornac Adventurer level 30
12nd Regrowth 123rd year of Ascendancy at 00:24 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Flashy the Cornac Adventurer level 40
27th Pyre 123rd year of Ascendancy at 08:23 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Flashy the Cornac Adventurer level 50
8th Dusk 123rd year of Ascendancy at 22:30 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Flashy the Cornac Adventurer level 50
78th Dusk 123rd year of Ascendancy at 01:17 see stats
Portal destroyer (Insane (Adventure) difficulty)
Fought the two Sorcerers and closed one invocation portal.By Flashy the Cornac Adventurer level 50
45th Haze 123rd year of Ascendancy at 00:07 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Flashy the Cornac Adventurer level 50
59th Dusk 123rd year of Ascendancy at 03:36 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Flashy the Cornac Adventurer level 23
29th Haze 122nd year of Ascendancy at 13:53 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Flashy the Cornac Adventurer level 38
19th Pyre 123rd year of Ascendancy at 12:48 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Flashy the Cornac Adventurer level 22
1st Haze 122nd year of Ascendancy at 16:10 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Flashy the Cornac Adventurer level 39
26th Pyre 123rd year of Ascendancy at 07:04 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Flashy the Cornac Adventurer level 41
32nd Pyre 123rd year of Ascendancy at 20:32 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Flashy the Cornac Adventurer level 11
22nd Dusk 122nd year of Ascendancy at 23:46 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Flashy the Cornac Adventurer level 50
77th Dusk 123rd year of Ascendancy at 18:35 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By Flashy the Cornac Adventurer level 50
45th Haze 123rd year of Ascendancy at 00:08 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Flashy the Cornac Adventurer level 50
30th Dusk 123rd year of Ascendancy at 04:05 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Flashy the Cornac Adventurer level 13
45th Dusk 122nd year of Ascendancy at 02:14 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Flashy the Cornac Adventurer level 46
69th Pyre 123rd year of Ascendancy at 14:29 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Flashy the Cornac Adventurer level 33
51st Regrowth 123rd year of Ascendancy at 01:24 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Flashy the Cornac Adventurer level 26
3rd Decay 122nd year of Ascendancy at 13:40 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Flashy the Cornac Adventurer level 34
69th Regrowth 123rd year of Ascendancy at 09:39 see stats
Log
Flashy deactivates Beyond the Flesh.
Flashy deactivates Stealth.
Flashy deactivates Shielding.
Flashy deactivates Quicken Spells.
Flashy deactivates Dark Ritual.
Flashy deactivates Crystalline Focus.
Flashy deactivates Chant of Fortress.
Flashy deactivates Arcane Shield.
Flashy deactivates Essence of Speed.
