Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.0 |
Addons | No More Rare Monsters 1.2.5Get rid of those constant one-shot encounters. Elites and Bosses untouched. Items Vault 1.3.0Donators/Buyers bonus! Infinite500 v2.5b: Revised high level play for ToME 1.3.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. 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:
Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Superhuman |
Class | Berserker |
Level / Exp | 50 / 2207% |
Size | huge |
Lifes / Deaths | Killed by Grand Corruptor at level 21 on the 53rd Regrowth 123rd year of Ascendancy at 21:44 2 / 5Killed by dreaming horror at level 27 on the 2nd Flare 123rd year of Ascendancy at 13:42 Killed by naga psyren at level 37 on the 1st Allure 124th year of Ascendancy at 04:56 Killed by Doomed Shade of adventure (Nightmare) at level 41 on the 3rd Pyre 124th year of Ascendancy at 18:49 Killed by Doia the uruivellas at level 50 on the 62nd Dusk 124th year of Ascendancy at 14:36 |
Primary Stats
Strength | 149 (base 60) |
Dexterity | 89 (base 60) |
Constitution | 98 (base 60) |
Magic | 42 (base 10) |
Willpower | 88 (base 48) |
Cunning | 50 (base 11) |
Resources
Life | 3510/3510 |
Stamina | 442/442 |
Equilibrium | 0 |
Healing Factor | 1.15 |
Regeneration | 198.04857533129 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +200% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 9 |
See Invisible | 18 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 331 |
Accuracy | 78 |
Crit Chance | 75% |
APR | 31 |
Speed | 1.00 |
Offense: Spell
Spellpower | 43 |
Crit Chance | 34% |
Speed | 1 |
Offense: Mind
Mindpower | 48.866666666667 |
Crit Chance | 30% |
Speed | 1 |
Offense: Damage Bonus
All | +7% |
Defense: Base
Armour (hardiness) | 107 (100%) |
Defense | 48.55 |
Ranged Defense | 48.55 |
Fatigue | 0 |
Physical Save | 63.51875 |
Spell Save | 75.40625 |
Mental Save | 52.308333333333 |
Defense: Resistances
All | + 56%( 70%) |
Defense: Immunities
Pinning Resistance | 78% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 57% |
Disarm Resistance | 37% |
Bleed Resistance | 50% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 34% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1021 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 250 damage for 25 turns. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 52 with a minimum range of 15. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 792 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Cunning / Tactical | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Berserker's strength | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat techniques | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Wild-gift / Harmony | 2.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | Countering melee attacks: Has a 53% chance to get an automatic counter attack when avoiding a melee attack. (1.7 counters remaining) Counter Attacking |
beneficial effect | The target ignores pain, reducing all damage taken by 34%. Pain Suppression |
beneficial effect | A flow of life spins around the target, regenerating 158.32 life per turn. Regeneration |
beneficial effect | The target is surrounded by a magical shield, absorbing 250/250 damage nil before it crumbles. Damage Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 encountered a dying sun paladin that told you about the orcs breeding pit, a true abomination. Desperate MeasuresYou have taken upon yourself to cleanse it and deal a crippling blow to the orcs. The abominable task is done. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by adventure (Nightmare). Escort: injured seer (level 5 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by adventure (Nightmare). Escort: lone alchemist (level 1 of Old Forest) | failed |
You failed to protect the lone alchemist from death by adventure (Nightmare). Escort: lone alchemist (level 3 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by adventure (Nightmare). Escort: lone alchemist (level 3 of Old Forest) | failed |
You failed to protect the lost anorithil from death by forest wight. Escort: lost anorithil (level 1 of Dreadfell) | failed |
You failed to protect the lost anorithil from death by adventure (Nightmare). Escort: lost anorithil (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the repented thief from death by adventure (Nightmare). Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the repented thief from death by adventure (Nightmare). Escort: repented thief (level 6 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved talent Spin Fate (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have 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: 352. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | 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 within | 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+3 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. This item has been sent to the Item's Vault. |
Light source | Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+4 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 72 power out of 150/150) : Effective talent level: 4.0 Power cost: 72 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 4, doing 28.83 cold damage and 26.25 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interracts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
On head | Crown of the Elements (0 def, 5 armour) Crown of the Elements (0 def, 5 armour)Requires: - Level 35 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +5 Con / +3 Wil Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Changes damage: +8% acid / +8% fire / +8% cold / +8% lightning See invisible: +15 This jeweled crown shimmers with colors. This item has been sent to the Item's Vault. |
Tool | Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Sleep immunity: +100% Mindpower: +5 (+2 eff.) It can be used to activate talent Sleep (costing 18 power out of 25/25) : Effective talent level: 3.0 Power cost: 18 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | voratun ring 'Silovena' voratun ring 'Silovena'Requires: - Level 35 Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 16 blight Changes resistances: +27% blight / +38% cold / +23% nature Changes resistances penetration: +10% arcane Changes damage: +19% cold Critical mult.: +5.00% Poison immunity: +57% Disease immunity: +60% Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +6 (+2 eff.) Rings can have magical properties. This item has been sent to the Item's Vault. |
On fingers | Anuyarin the voratun ring Anuyarin the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 16 mind Changes stats: +10 Cun / +10 Dex Changes resistances: +25% acid / +9% temporal / +30% fire / +27% cold / +30% lightning Changes resistances penetration: +5% mind Changes damage: +3% mind / +9% temporal Disarm immunity: +37% Pinning immunity: +49% Knockback immunity: +50% Maximum life: +48.00 Rings can have magical properties. |
Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. The set is complete. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +100.00 Size category: +2 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. This item has been sent to the Item's Vault. |
In main hand | Belidhenor the Splendoursever (84-134.4 power, 4 apr) Belidhenor the Splendoursever (84-134.4 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 84.0 - 134.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Damage (Melee): +4 blight Burst (radius 2) on crit: +41 ice When wielded/worn: Armour penetration: +20 Physical crit. chance: +20.0% Armour: +20 Effects on melee hit: * 30% chance to blind Changes stats: +1 Con Changes resistances penetration: +20% cold Critical mult.: +26.00% Spell save: +20 (+5 eff.) Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +2 Massive two-handed swords. |
On hands | Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)Requires: - Level 15 Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. The set is complete. When wielded/worn: Physical power: +10 (+2 eff.) Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Physical save: +10 (+2 eff.) Knockback immunity: +50% Maximum life: +60.00 When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 40% Cun, 40% Dex, 140% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +4.0% When this weapon hits: Call Lightning (25% chance level 5). Damage (Melee): +10 lightning / +10 cold It can be used to activate talent Throw Boulder (costing 6 power out of 2/6) : Effective talent level: 2.0 Power cost: 6 out of 2/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throws a huge boulder at a target, damaging it for 250.10 and knocking it back 5 tiles. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. This item has been sent to the Item's Vault. |
Main armor | The Black Plate (25 def, 35 armour) The Black Plate (25 def, 35 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +35 Defense: +25 (+8 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Infernal combat +0.20 Corruption / Oppression +0.20 Corruption / Wrath Physical save: +15 (+4 eff.) Spell save: +25 (+6 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. It can be used to activate talent Link of Pain (costing 14 power out of 15/15) : Effective talent level: 3.6 Power cost: 14 out of 15/15. Range: 7 Travel Speed: instantaneous Is: a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 73% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" |
Cloak | Toromarek the elven-silk cloak (3 def, 0 armour) Toromarek the elven-silk cloak (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Mag / +4 Wil Changes resistances: +12% light Changes resistances penetration: +15% arcane Changes damage: +15% arcane Critical mult.: +28.00% Reduces incoming crit damage: 15.00% Physical save: +13 (+3 eff.) Spell save: +23 (+6 eff.) Mental save: +14 (+5 eff.) Disease immunity: +5% Maximum mana: +99.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +5% See invisible: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | stabilizing gold amulet of healing stabilizing gold amulet of healingRequires: - Level 15 Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +16% temporal Cut immunity: +50% Pinning immunity: +29% Knockback immunity: +22% Healing mod.: +15% It can be used to activate talent Heal, placing all other charms into a 32 cooldown : Effective talent level: 3.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 315 life. The life healed will increase with your Mindpower. Amulets can have magical properties. This item has been sent to the Item's Vault. |
Inventory
heroism infusion of the warrior (+27 for 11 turns, die at -862) heroism infusion of the warrior (+27 for 11 turns, die at -862)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: 32 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 27 for 11 turns. While Heroism is active, you will only die when reaching -862 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 Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the warrior (72 nature damage, 59% healing reduction) insidious poison infusion of the warrior (72 nature damage, 59% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 27 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 72.15 nature damage per turn for 7 turns, and reducing the target's healing received by 59%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 31%; cure magical) wild infusion of the duelist (resist 31%; 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: 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 magical effect and reduce all damage taken by 31% for 6 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 warrior (resist 34%; cure mental) wild infusion of the warrior (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: 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 34% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Elixir of Invulnerability Elixir of InvulnerabilityInfused by nature 2.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
Rune of the Rift (502.00 temporal damage, removed from time 4 turns) Rune of the Rift (502.00 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: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 582.32 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 duelist (absorb 523 for 7 turns) shielding rune of the duelist (absorb 523 for 7 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 523 damage for 7 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 392 for 7 turns) shielding rune of the sneak (absorb 392 for 7 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 392 damage for 7 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 468 for 7 turns) shielding rune of the sneak (absorb 468 for 7 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 468 damage for 7 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the titan (absorb 593 for 6 turns) shielding rune of the titan (absorb 593 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 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 593 damage for 6 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. |
teleportation rune (range 76) teleportation rune (range 76)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 76 with a minimum range of 15. 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. |
Corruptionspar the voratun amulet Corruptionspar the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Damage when hit (Melee): 20 nature Changes stats: +10 Str / +10 Dex / +1 Mag / +10 Cun / +10 Con Changes resistances: +30% darkness / +15% nature / +30% light Blindness immunity: +42% Life regen: +1.20 Stamina each turn: +1.50 Movement speed: +10% Amulets can have magical properties. |
Falugathad FalugathadInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +4 Cun Changes resistances: +14% temporal Changes damage: +3% mind / +3% temporal Critical mult.: +15.00% Pinning immunity: +26% Knockback immunity: +26% Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +1.00 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 (+4 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. |
Galeglory GalegloryInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +7 Physical crit. chance: +6.0% Effects on melee hit: * 15% chance to daze Changes stats: +6 Con Changes resistances: +15% mind / +3% cold Changes damage: +6% lightning Critical mult.: +18.00% Physical save: +17 (+4 eff.) Mental save: +3 (+1 eff.) Confusion immunity: +44% Knockback immunity: +10% Life regen: +2.30 Maximum life: +66.00 Amulets can have magical properties. |
Muckscar the voratun amulet Muckscar the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +18 (+4 eff.) Defense: +17 (+6 eff.) Fatigue: -9% Damage when hit (Melee): 12 mind / 4 nature Changes stats: +20 Dex / +10 Cun / +10 Con / +20 Lck Changes resistances: +3% mind Changes resistances penetration: +10% arcane / +10% nature Changes damage: +6% nature / +6% mind Life regen: +1.30 Stamina each turn: +1.20 Movement speed: +10% Reduce all damage from unseen attackers: 19% Amulets can have magical properties. |
grounding gold amulet of murder grounding gold amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +5 Physical crit. chance: +4.0% Changes resistances: +14% lightning Critical mult.: +11.00% Stun/Freeze immunity: +28% Amulets can have magical properties. |
insulating gold amulet of magic (+2) insulating gold amulet of magic (+2)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Mag Changes resistances: +13% fire / +12% cold Amulets can have magical properties. |
restful stralite amulet of soulsearing restful stralite amulet of soulsearingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Changes damage: +9% blight / +11% fire Critical mult.: +15.00% Life regen: +3.40 Spellpower: +10 (+3 eff.) Amulets can have magical properties. |
savior's stralite amulet savior's stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical save: +11 (+3 eff.) Spell save: +18 (+4 eff.) Mental save: +22 (+7 eff.) Amulets can have magical properties. |
stabilizing stralite amulet of dexterity (+6) stabilizing stralite amulet of dexterity (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Dex Changes resistances: +11% temporal Pinning immunity: +34% Knockback immunity: +30% Amulets can have magical properties. |
stralite amulet 'Glydanor' stralite amulet 'Glydanor'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 4 arcane Changes resistances: +19% fire / +26% cold Changes resistances penetration: +15% blight Mana each turn: +0.04 Mana when firing critical spell: +4.00 Maximum vim: +40.00 Spellpower: +4 (+1 eff.) 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 9 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. |
Blastwitch BlastwitchCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +17 (+3 eff.) Changes resistances: +18% lightning / +3% fire / +9% mind Changes damage: +9% lightning / +7% all Spell save: +10 (+2 eff.) Spellpower: +17 (+6 eff.) Mindpower: +14 (+5 eff.) Rings can have magical properties. |
Mayasethra MayasethraInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +2% physical / +5% arcane / +12% cold Reduces incoming crit damage: 5.00% Physical save: +10 (+2 eff.) Spell save: +9 (+2 eff.) Stun/Freeze immunity: +15% Life regen: +1.50 Maximum life: +88.00 Healing mod.: +22% Rings can have magical properties. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Ring of the Archlich Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+2 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+3 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Satyrsweeper the steel ring Satyrsweeper the steel ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes resistances: +24% lightning / +12% nature Changes resistances penetration: +5% darkness Changes damage: +12% lightning / +3% nature Disarm immunity: +21% Pinning immunity: +24% Knockback immunity: +23% Maximum life: +24.00 Mindpower: +6 (+2 eff.) Rings can have magical properties. |
Torildir TorildirCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+2 eff.) Changes stats: +9 Str / +8 Wil / +8 Cun / +9 Con Changes resistances: +6% temporal / +9% darkness / +5% arcane Spell save: +3 (+1 eff.) Poison immunity: +10% Disarm immunity: +38% Pinning immunity: +50% Knockback immunity: +49% Maximum life: +46.00 Mindpower: +15 (+5 eff.) Rings can have magical properties. |
Windborne Azurite ring Windborne Azurite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Rings can have magical properties. |
marksman's gold ring of perseverance marksman's gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +12 (+3 eff.) Changes stats: +6 Dex Stun/Freeze immunity: +29% Life regen: +0.80 Rings can have magical properties. |
mule's stralite ring of speed mule's stralite ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+2 eff.) Defense: +10 (+3 eff.) Fatigue: -8% Maximum encumbrance: +25 Movement speed: +17% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 4.5 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 42% for 5 turns. Rings can have magical properties. |
voratun ring 'Emiletta' voratun ring 'Emiletta'Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +10 Wil Changes resistances: +30% acid / +27% fire / +24% lightning / +30% cold Changes resistances penetration: +15% arcane Blindness immunity: +42% Mana each turn: +0.08 Mana when firing critical spell: +5.00 Spellpower on spell critical (stacks up to 3 times): +2 Mindpower: +13 (+4 eff.) Infravision radius: +6 See stealth: +17 See invisible: +21 Rings can have magical properties. |
warrior's gold ring of fire (+24%) warrior's gold ring of fire (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +24% fire Changes damage: +12% fire Rings can have magical properties. |
warrior's gold ring of sensing warrior's gold ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Changes stats: +5 Str Blindness immunity: +26% Infravision radius: +4 See stealth: +8 See invisible: +7 Rings can have magical properties. |
Eksatin's Ultimatum (63-94.5 power, 25 apr) Eksatin's Ultimatum (63-94.5 power, 25 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 63.0 - 94.5 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +25.0% Attack speed: 100% On weapon crit: * decapitate a weakened target When wielded/worn: Critical mult.: +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. This item has been sent to the Item's Vault. |
Khulmanar's Wrath (70-105 power, 8 apr) Khulmanar's Wrath (70-105 power, 8 apr)Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. It can be used to activate talent Infernal Breath (costing 32 power out of 35/35) : Effective talent level: 3.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 259.71 fire damage, and flames will be left dealing a further 60.77 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
hateful voratun battleaxe of massacre (75-112.5 power, 4 apr) hateful voratun battleaxe of massacre (75-112.5 power, 4 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 75.0 - 112.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +20 darkness Damage against: +16% Living Massive two-handed battleaxes. |
stralite greatmaul of massacre (68-102 power, 3 apr) stralite greatmaul of massacre (68-102 power, 3 apr)Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 68.0 - 102.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed mauls. |
flaming voratun greatsword of massacre (76.5-122.4 power, 4 apr) flaming voratun greatsword of massacre (76.5-122.4 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 76.5 - 122.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +26 fire Massive two-handed swords. |
heavy voratun greatsword of massacre (80-128 power, 4 apr) heavy voratun greatsword of massacre (80-128 power, 4 apr)Requires: - Strength 48 Crafted by a master 4.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 80.0 - 128.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% * Grants [Heavy Strike] Talent Massive two-handed swords. |
insidious voratun greatsword of massacre (80-128 power, 4 apr) insidious voratun greatsword of massacre (80-128 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 80.0 - 128.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +84 insidious poison Massive two-handed swords. |
voratun greatsword 'Delygen' (62-99.2 power, 4 apr) voratun greatsword 'Delygen' (62-99.2 power, 4 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2 Uses stat: 120% Str Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 111% On weapon crit: * cripple the target Damage (Melee): +7 mind Burst (radius 1) on hit: +12 mind When wielded/worn: Accuracy: +19 (+4 eff.) Physical crit. chance: +16.0% Damage when hit (Melee): 12 mind Changes stats: +7 Dex Changes damage: +9% blight Hate when firing a critical mind attack: +3.00 Maximum vim: +10.00 Spellpower: +4 (+1 eff.) It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Massive two-handed swords. |
Awakened Staff of Absorption (60-72 power, 60 apr, physical element) Awakened Staff of Absorption (60-72 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. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane 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 (+16 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb energies, costing 178 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." |
Telos's Staff (Bottom Half) Telos's Staff (Bottom Half)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff Accuracy bonus: +2.5% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+3 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. |
Telos's Staff (Top Half) (35-42 power, 0 apr, physical element) Telos's Staff (Top Half) (35-42 power, 0 apr, physical element)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 35.0 - 42.0 Uses stat: 100% Mag Damage type: Arcane Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% arcane Talent granted: +1 Command Staff Mental save: +8 (+3 eff.) Spellpower: +30 (+10 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Toxinbringer ToxinbringerInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 8 acid Changes resistances: +6% acid / +5% arcane Changes resistances penetration: +5% nature Changes damage: +12% nature Life regen: +2.20 Healing mod.: +22% A belt that goes around your waist. |
balancing drakeskin leather belt of dampening balancing drakeskin leather belt of dampeningInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Changes stats: +6 Cun / +5 Dex Changes resistances: +8% acid / +8% fire / +10% lightning / +8% cold Mental crit. chance: +15% A belt that goes around your waist. |
cleansing hardened leather belt of the giants cleansing hardened leather belt of the giantsInfused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Changes resistances: +7% acid / +9% blight Spell save: +5 (+1 eff.) Size category: +1 A belt that goes around your waist. |
drakeskin leather belt 'Lightningfoe' drakeskin leather belt 'Lightningfoe'Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Effects on melee hit: * 30% chance to daze Changes stats: +6 Cun / +5 Dex Changes resistances: +20% lightning / +12% temporal / +10% cold / +9% fire / +5% arcane / +13% acid Changes resistances penetration: +10% lightning / +5% arcane Changes damage: +12% arcane Mental crit. chance: +14% A belt that goes around your waist. |
drakeskin leather belt 'Xaneseba' drakeskin leather belt 'Xaneseba'Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +11 (+2 eff.) Armour: +15 Defense: +15 (+5 eff.) Fatigue: -2% Damage when hit (Melee): 21 physical Changes resistances: +9% acid / +10% fire / +10% lightning / +10% cold Changes damage: +9% physical Maximum encumbrance: +20 Physical save: +23 (+6 eff.) Spell save: +14 (+4 eff.) Stamina each turn: +0.20 Only die when reaching: -40.00 life Maximum stamina: +25.00 Size category: +1 A belt that goes around your waist. |
hardened leather belt 'Blindswift' hardened leather belt 'Blindswift'Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour: +10 Defense: +11 (+4 eff.) Changes stats: +5 Mag / +4 Wil Changes resistances: +6% acid / +5% arcane / +3% light Changes damage: +6% darkness Physical save: +19 (+5 eff.) Spell save: +9 (+2 eff.) Pinning immunity: +10% Stun/Freeze immunity: +10% Life regen: +2.30 Spell crit. chance: +5% Healing mod.: +21% A belt that goes around your waist. |
reinforced drakeskin leather belt of the vagrant reinforced drakeskin leather belt of the vagrantInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +12 Defense: +12 (+4 eff.) Changes stats: +4 Con Physical save: +25 (+6 eff.) Mental save: +11 (+4 eff.) Mindpower: +6 (+2 eff.) A belt that goes around your waist. |
Ce'Nemitha the Glitternaught (17 def, 13 armour) Ce'Nemitha the Glitternaught (17 def, 13 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Armour: +13 Defense: +17 (+6 eff.) Changes resistances: +18% blight / +26% cold / +18% nature Changes damage: +3% blight / +3% light Reduces incoming crit damage: 15.00% Physical save: +13 (+3 eff.) Life regen: +3.00 Light radius: +3 Healing mod.: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Mindpower: +6 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 9 power out of 25/25) : Effective talent level: 3.0 Power cost: 9 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 50 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Fearfire Mantle (14 def, 0 armour) Fearfire Mantle (14 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+5 eff.) Damage when hit (Melee): 30 fire Changes resistances: +10% fire / +10% darkness / +10% cold Talent mastery: +0.20 Corruption / Fearfire All nearby enemies take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
Sepsisslicer the cashmere cloak (13 def, 0 armour) Sepsisslicer the cashmere cloak (13 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +13 (+4 eff.) Changes stats: +2 Cun / +2 Mag Changes resistances penetration: +5% blight Changes damage: +6% nature Reduces incoming crit damage: 5.00% Physical save: +11 (+3 eff.) Infravision radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of protection (6 def, 0 armour) enveloping linen cloak of protection (6 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +5 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
wyrmwaxed elven-silk cloak (3 def, 0 armour) wyrmwaxed elven-silk cloak (3 def, 0 armour)Requires: - Level 35 Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +10% acid / +7% fire / +7% lightning / +9% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This item has been sent to the Item's Vault. |
wyrmwaxed linen cloak of Iron Throne (1 def, 0 armour) wyrmwaxed linen cloak of Iron Throne (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +6% acid / +6% fire / +6% lightning / +6% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Khelilathantir (2 def, 0 armour) Khelilathantir (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 4 arcane Changes stats: +1 Str / +3 Dex / +2 Mag / +3 Wil Changes resistances: +19% mind / +22% darkness Reduces incoming crit damage: 5.00% Physical save: +15 (+4 eff.) Spell save: +16 (+4 eff.) Mental save: +31 (+10 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of the Archmage (10 def, 10 armour) Robe of the Archmage (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Damage when hit (Melee): 15 arcane Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% fire / +10% cold Changes damage: +12% all Spell save: +18 (+4 eff.) Mental save: +15 (+5 eff.) Blindness immunity: +40% Mana each turn: +1.00 Spellpower: +15 (+5 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Velitta the pair of dwarven-steel boots (0 def, 11 armour) Velitta the pair of dwarven-steel boots (0 def, 11 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +11 Fatigue: +3% Changes stats: +4 Str / +3 Con Changes resistances: +9% lightning / +9% temporal Physical save: +11 (+3 eff.) Spell save: +26 (+6 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +30% Infravision radius: +3 It can be used to activate talent Rush, placing all other charms into a 23 cooldown : Effective talent level: 1.5 Power cost: 23 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of voratun boots (0 def, 13 armour) miner's pair of voratun boots (0 def, 13 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Fatigue: +4% Infravision radius: +2 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 'Samybar' (0 def, 15 armour) pair of drakeskin leather boots 'Samybar' (0 def, 15 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: +1% Changes stats: +2 Str / +8 Dex / +14 Lck Changes resistances: +28% darkness / +29% temporal Changes resistances penetration: +19% darkness / +14% temporal Critical mult.: +12.00% Stealth bonus: +14 Maximum life: +20.00 Infravision radius: +1 Defense after a teleport: +22 Resist all after a teleport: +20% New effects duration reduction after a teleport: +27% A pair of boots made of leather. |
pair of dwarven-steel boots of evasion (15 def, 4 armour) pair of dwarven-steel boots of evasion (15 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +15 (+5 eff.) Fatigue: +3% It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 4.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 34% chance to completely evade them and granting you 35 defense for 14 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of iron boots of invasion (0 def, 3 armour) undeterred pair of iron boots of invasion (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +2% Changes resistances penetration: +6% physical Silence immunity: +20% Confusion immunity: +22% Stun/Freeze immunity: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of voratun boots of phasing (0 def, 5 armour) wanderer's pair of voratun boots of phasing (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +2 Mag / +3 Wil / +6 Cun / +6 Con Physical save: +19 (+5 eff.) Mental save: +20 (+7 eff.) Activating this item is instant. It can be used to blink to a nearby random location, putting all charms on cooldown for 23 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Bogsage the drakeskin leather gloves (0 def, 3 armour) Bogsage the drakeskin leather gloves (0 def, 3 armour)Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 9 fire Changes stats: +1 Wil Changes resistances: +7% fire Changes resistances penetration: +15% mind / +10% nature Changes damage: +3% mind / +6% fire Grants telepathy: Dragon Life regen: +4.40 Stamina each turn: +2.20 Maximum stamina: +62.00 Maximum psi: +10.00 When used to modify unarmed attacks: Base power: 26.5 - 29.2 Uses stats: 40% Dex, 140% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Fire Breath (10% chance level 5). When this weapon hits: Slumber (20% chance level 5). Burst (radius 2) on crit: +11 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
cinder drakeskin leather gloves of the iron hand (0 def, 3 armour) cinder drakeskin leather gloves of the iron hand (0 def, 3 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 12 fire Changes stats: +4 Str / +4 Wil / +4 Con Changes resistances: +10% fire Changes damage: +7% fire Talent mastery: +0.20 Technique / Grappling Trap disarming bonus: +16 When used to modify unarmed attacks: Base power: 27.0 - 29.7 Uses stats: 40% Cun, 40% Dex, 140% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Fire Breath (10% chance level 5). Burst (radius 2) on crit: +14 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves of the juggernaut (0 def, 1 armour) rough leather gloves of the juggernaut (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Con Physical save: +11 (+3 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to modify unarmed attacks: Base power: 8.0 - 8.8 Uses stats: 140% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Juggernaut (10% chance level 1). Damage (Melee): +4 physical It can be used to activate talent Juggernaut, placing all other charms into a 27 cooldown : Effective talent level: 5.2 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 36% and provides a 21% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand hardened leather gloves of strength (+4) (0 def, 9 armour) sand hardened leather gloves of strength (+4) (0 def, 9 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +9 Damage (Melee): 8 physical Changes stats: +4 Str Changes damage: +4% physical When used to modify unarmed attacks: Base power: 22.0 - 24.2 Uses stats: 140% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Sand Breath (10% chance level 3). Burst (radius 1) on hit: +6 physical Burst (radius 2) on crit: +9 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets of war-making (0 def, 3 armour) voratun gauntlets of war-making (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +16.0% Armour: +3 Critical mult.: +13.00% Spell crit. chance: +20% Mental crit. chance: +16% When used to modify unarmed attacks: Base power: 38.5 - 53.9 Uses stats: 140% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +20.0% Attack speed: 83% When this weapon crits: Cripple (20% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
Crown of Burning Pain (13 def, 0 armour) Crown of Burning Pain (13 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +13 (+4 eff.) Fatigue: +4% Changes stats: +6 Cun / +6 Wil Changes resistances: +35% fire Changes damage: +35% fire It can be used to activate talent Meteor Rain (costing 23 power out of 50/50) : Effective talent level: 2.0 Power cost: 23 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Uses arcane forces to summon 3 meteors that fall on the ground, smashing all around in a radius 2 for 115.91 fire and 122.96 physical damage. The hit zone will also turn into lava for 8 turns. The effects will increase with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Gonne the voratun helm (11 def, 5 armour) Gonne the voratun helm (11 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Armour: +5 Defense: +11 (+4 eff.) Fatigue: +5% Effects when hit in melee: * 18% chance to gain 10% of a turn Damage when hit (Melee): 8 blight / 16 mind Changes stats: +9 Cun / +9 Wil Changes resistances: +15% nature / +18% blight Changes resistances penetration: +10% blight / +10% mind / +10% acid Changes damage: +6% mind Spell save: +9 (+2 eff.) Mental save: +13 (+4 eff.) Maximum life: +108.00 Healing mod.: +30% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Haryrion (11 def, 0 armour) Haryrion (11 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +11 (+4 eff.) Ranged Defense: +8 (+3 eff.) Damage when hit (Melee): 8 mind Changes stats: +10 Mag / +9 Con Changes resistances: +7% lightning / +8% temporal / +8% light / +8% fire / +7% nature / +7% acid / +7% blight / +7% cold / +5% arcane / +7% darkness Changes damage: +20% arcane Grants telepathy: Dragon Silence immunity: +10% Mental crit. chance: +2% Infravision radius: +8 See stealth: +24 See invisible: +22 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% It can be used to activate talent Circle of Warding, placing all other charms into a 36 cooldown : Effective talent level: 3.0 Power cost: 36 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 38%, and attempts to push all creatures other then yourself out of its radius, inflicting 8.14 light damage and 8.14 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... |
catburglar's voratun helm of the depths (0 def, 5 armour) catburglar's voratun helm of the depths (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +7 Dex Changes resistances: +17% darkness / +21% cold Allows you to breathe in: water Infravision radius: +5 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
elven-silk wizard hat of fire (+30%) (3 def, 0 armour) elven-silk wizard hat of fire (+30%) (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +30% fire Changes damage: +20% fire A pointy cloth hat, very wizardly... |
insulating dwarven-steel helm of might (0 def, 4 armour) insulating dwarven-steel helm of might (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +4 Fatigue: +4% Changes stats: +4 Str / +4 Con Changes resistances: +8% fire / +7% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
prismatic dwarven-steel helm of the depths (0 def, 4 armour) prismatic dwarven-steel helm of the depths (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +14% cold / +12% light / +10% darkness Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
impenetrable voratun mail armour of implacability (5 def, 32 armour) impenetrable voratun mail armour of implacability (5 def, 32 armour)Requires: - Strength 48 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +32 Defense: +5 (+2 eff.) Fatigue: +7% Physical save: +11 (+3 eff.) A suit of armour made of mail. |
Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +10% Changes stats: +2 Str / +2 Con Maximum encumbrance: +20 Knockback immunity: +10% Life regen: +0.70 Stamina each turn: +0.70 Maximum life: +45.00 Maximum stamina: +43.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Breath of Eyal (10 def, 10 armour) Breath of Eyal (10 def, 10 armour)Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+5 eff.) Mindpower: +10 (+3 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Death's Embrace (18 def, 18 armour) Death's Embrace (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+6 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+3 eff.) Healing mod.: -15% It can be used to turn yourself invisible for 10 turns, costing 45 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Molten Skin (15 def, 12 armour) Molten Skin (15 def, 12 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+5 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Celestial / Sunlight +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+5 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 11 power out of 16/16) : Effective talent level: 4.0 Power cost: 11 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 124.43 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
drakeskin leather armour of alacrity (5 def, 8 armour) drakeskin leather armour of alacrity (5 def, 8 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
Cuirass of the Dark Lord (0 def, 40 armour) Cuirass of the Dark Lord (0 def, 40 armour)Requires: - Strength 52 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +40 Fatigue: +25% Damage when hit (Melee): 30 physical Changes stats: +10 Str / +10 Con Changes resistances: +20% physical Physical save: +15 (+4 eff.) Life regen: +0.00 Blood Charges: 0 It can be used to drain blood from all units within 5 spaces, causing them to bleed for 120 physical damage over 4 turns. For every unit (up to 10) drained, the armor's stats increase, but decrease over 10 turns until back to normal, costing 23 power out of 25/25. Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only the plate remained, dying to finally taste fresh blood again. |
Plate of the Blackened Mind (15 def, 40 armour) Plate of the Blackened Mind (15 def, 40 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+5 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+4 eff.) Mental save: +25 (+8 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+3 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 14 power out of 25/25) : Effective talent level: 2.0 Power cost: 14 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 14 Armour, 20 Defense and your attacks will gain 44% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Plate of the Blackened Mind (15 def, 40 armour) Plate of the Blackened Mind (15 def, 40 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+5 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+4 eff.) Mental save: +25 (+8 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+3 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 14 power out of 25/25) : Effective talent level: 2.0 Power cost: 14 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 14 Armour, 20 Defense and your attacks will gain 44% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. This item has been sent to the Item's Vault. |
Unsetting Sun (16 def, 20 armour, 280 block) Unsetting Sun (16 def, 20 armour, 280 block)Requires: - Strength 40 - Talent Armour Training (level 2) Alternately Requires: - Talent Shield Mastery (level 1) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 It is part of a set of items. When wielded/worn: Armour: +20 Defense: +16 (+5 eff.) Ranged Defense: +17 (+6 eff.) Fatigue: +14% Changes resistances: +30% blight / +30% darkness Talent granted: +5 Block Spell save: +19 (+5 eff.) Light radius: +2 When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
3 agate 3 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 Gems can be sold for money or used in arcane rituals. |
171 alchemist agate 171 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. |
7 onyx 7 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 Gems can be sold for money or used in arcane rituals. |
Wyrm Bile Wyrm BileInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / blood It can be used to drink the vile blood. A vial of thick, lumpy fluid. Who knows what this will do to you if you drink it? |
14 aquamarine 14 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
17 lapis lazuli 17 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Gems can be sold for money or used in arcane rituals. |
8 opal 8 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
10 sapphire 10 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Gems can be sold for money or used in arcane rituals. |
8 topaz 8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Gems can be sold for money or used in arcane rituals. |
Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
21 emerald 21 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
10 jade 10 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Gems can be sold for money or used in arcane rituals. |
8 turquoise 8 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
Urtheroddadovon UrtheroddadovonRequires: - Level 35 Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +9 (+2 eff.) Effects on melee hit: * 10 arcane resource burn Changes stats: +6 Wil / +4 Con Changes resistances: +12% blight / +3% fire / +12% light / +6% cold Critical mult.: +14.00% Spell save: +9 (+2 eff.) Life regen: +5.70 Maximum life: +61.00 Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. This item has been sent to the Item's Vault. |
scorching dwarven lantern scorching dwarven lanternPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 28 fire Changes resistances: +7% fire Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
survivor's alchemist's lamp survivor's alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical save: +7 (+2 eff.) Light radius: +3 Healing mod.: +16% A normal brass lantern, enhanced by alchemy to make it brighter. |
watchleader's brass lantern watchleader's brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Blindness immunity: +20% Confusion immunity: +11% Light radius: +6 See stealth: +6 See invisible: +5 It can be used to activate talent Track, placing all other charms into a 36 cooldown : Effective talent level: 4.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 36 for 7 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +12 (+4 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 17 power out of 35/35) : Effective talent level: 2.0 Power cost: 17 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 27 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% chance to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
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 Ruby Eye Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 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. |
37 alchemist bloodstone 37 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. |
18 bloodstone 18 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% Gems can be sold for money or used in arcane rituals. |
10 fire opal 10 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% Gems can be sold for money or used in arcane rituals. |
6 garnet 6 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
12 ruby 12 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 180 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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, costing 23 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. |
Zubigalle the dragonbone totem of thorny skin [power 117] (28 cooldown) Zubigalle the dragonbone totem of thorny skin [power 117] (28 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 10 arcane resource burn * Slows global speed by 15% Changes resistances: +5% arcane / +3% acid Reduces incoming crit damage: 15.00% It can be used to harden the skin for 7 turns increasing armour by 117 and armour hardiness by 70%, putting all charms on cooldown for 28 turns. Natural totems are made by powerful wilders to store nature power. |
8 amethyst 8 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
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. |
9 diamond 9 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 Gems can be sold for money or used in arcane rituals. |
7 moonstone 7 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) 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 Gems can be sold for money or used in arcane rituals. |
17 quartz 17 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
20 amber 20 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
8 ametrine 8 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
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
By adventure (Nightmare) the Superhuman Berserker level 29
21st Dusk 123rd year of Ascendancy at 18:35 see stats
By adventure (Nightmare) the Superhuman Berserker level 25
29th Pyre 123rd year of Ascendancy at 10:32 see stats
By adventure (Nightmare) the Superhuman Berserker level 50
73rd Dusk 124th year of Ascendancy at 09:33 see stats
By adventure (Nightmare) the Superhuman Berserker level 29
19th Dusk 123rd year of Ascendancy at 23:55 see stats
By adventure (Nightmare) the Superhuman Berserker level 40
6th Allure 124th year of Ascendancy at 12:15 see stats
By adventure (Nightmare) the Superhuman Berserker level 50
72nd Pyre 124th year of Ascendancy at 22:17 see stats
By adventure (Nightmare) the Superhuman Berserker level 50
20th Haze 124th year of Ascendancy at 02:07 see stats
By adventure (Nightmare) the Superhuman Berserker level 50
23rd Dusk 124th year of Ascendancy at 03:16 see stats
By adventure (Nightmare) the Superhuman Berserker level 33
15th Haze 123rd year of Ascendancy at 11:58 see stats
By adventure (Nightmare) the Superhuman Berserker level 37
5th Decay 123rd year of Ascendancy at 23:40 see stats
By adventure (Nightmare) the Superhuman Berserker level 32
10th Haze 123rd year of Ascendancy at 16:10 see stats
By adventure (Nightmare) the Superhuman Berserker level 50
78th Pyre 124th year of Ascendancy at 22:59 see stats
By adventure (Nightmare) the Superhuman Berserker level 25
50th Pyre 123rd year of Ascendancy at 02:51 see stats
By adventure (Nightmare) the Superhuman Berserker level 41
9th Pyre 124th year of Ascendancy at 10:31 see stats
By adventure (Nightmare) the Superhuman Berserker level 38
2nd Allure 124th year of Ascendancy at 18:01 see stats
By adventure (Nightmare) the Superhuman Berserker level 34
17th Haze 123rd year of Ascendancy at 12:21 see stats
By adventure (Nightmare) the Superhuman Berserker level 50
7th Haze 124th year of Ascendancy at 17:38 see stats
By adventure (Nightmare) the Superhuman Berserker level 50
62nd Dusk 124th year of Ascendancy at 05:44 see stats
By adventure (Nightmare) the Superhuman Berserker level 50
65th Dusk 124th year of Ascendancy at 21:32 see stats
By adventure (Nightmare) the Superhuman Berserker level 50
73rd Dusk 124th year of Ascendancy at 08:54 see stats
By adventure (Nightmare) the Superhuman Berserker level 19
3rd Regrowth 123rd year of Ascendancy at 09:00 see stats
By adventure (Nightmare) the Superhuman Berserker level 24
22nd Pyre 123rd year of Ascendancy at 13:21 see stats
By adventure (Nightmare) the Superhuman Berserker level 25
50th Pyre 123rd year of Ascendancy at 02:51 see stats
By adventure (Nightmare) the Superhuman Berserker level 34
25th Haze 123rd year of Ascendancy at 04:33 see stats
By adventure (Nightmare) the Superhuman Berserker level 50
61st Dusk 124th year of Ascendancy at 00:03 see stats
By adventure (Nightmare) the Superhuman Berserker level 38
2nd Allure 124th year of Ascendancy at 12:59 see stats
By adventure (Nightmare) the Superhuman Berserker level 47
36th Pyre 124th year of Ascendancy at 12:02 see stats
By adventure (Nightmare) the Superhuman Berserker level 40
20th Regrowth 124th year of Ascendancy at 12:17 see stats
By adventure (Nightmare) the Superhuman Berserker level 25
29th Pyre 123rd year of Ascendancy at 10:55 see stats
By adventure (Nightmare) the Superhuman Berserker level 50
73rd Pyre 124th year of Ascendancy at 07:06 see stats
By adventure (Nightmare) the Superhuman Berserker level 50
8th Haze 124th year of Ascendancy at 23:55 see stats
By adventure (Nightmare) the Superhuman Berserker level 24
22nd Pyre 123rd year of Ascendancy at 13:21 see stats
By adventure (Nightmare) the Superhuman Berserker level 10
47th Dusk 122nd year of Ascendancy at 00:31 see stats
By adventure (Nightmare) the Superhuman Berserker level 20
3rd Regrowth 123rd year of Ascendancy at 14:20 see stats
By adventure (Nightmare) the Superhuman Berserker level 30
29th Dusk 123rd year of Ascendancy at 09:10 see stats
By adventure (Nightmare) the Superhuman Berserker level 40
6th Allure 124th year of Ascendancy at 02:55 see stats
By adventure (Nightmare) the Superhuman Berserker level 50
72nd Pyre 124th year of Ascendancy at 17:14 see stats
By adventure (Nightmare) the Superhuman Berserker level 50
6th Haze 124th year of Ascendancy at 15:40 see stats
By adventure (Nightmare) the Superhuman Berserker level 35
46th Haze 123rd year of Ascendancy at 16:42 see stats
By adventure (Nightmare) the Superhuman Berserker level 49
58th Pyre 124th year of Ascendancy at 10:53 see stats
By adventure (Nightmare) the Superhuman Berserker level 50
36th Dusk 124th year of Ascendancy at 13:11 see stats
By adventure (Nightmare) the Superhuman Berserker level 50
37th Dusk 124th year of Ascendancy at 06:00 see stats
By adventure (Nightmare) the Superhuman Berserker level 17
3rd Haze 122nd year of Ascendancy at 09:54 see stats
By adventure (Nightmare) the Superhuman Berserker level 50
65th Dusk 124th year of Ascendancy at 21:31 see stats
By adventure (Nightmare) the Superhuman Berserker level 45
23rd Pyre 124th year of Ascendancy at 09:58 see stats
By adventure (Nightmare) the Superhuman Berserker level 50
25th Haze 124th year of Ascendancy at 02:29 see stats
By adventure (Nightmare) the Superhuman Berserker level 33
15th Haze 123rd year of Ascendancy at 19:17 see stats
By adventure (Nightmare) the Superhuman Berserker level 16
50th Dusk 122nd year of Ascendancy at 22:29 see stats
By adventure (Nightmare) the Superhuman Berserker level 37
79th Haze 123rd year of Ascendancy at 02:10 see stats
By adventure (Nightmare) the Superhuman Berserker level 50
39th Dusk 124th year of Ascendancy at 23:01 see stats
By adventure (Nightmare) the Superhuman Berserker level 50
38th Dusk 124th year of Ascendancy at 05:00 see stats
By adventure (Nightmare) the Superhuman Berserker level 25
29th Pyre 123rd year of Ascendancy at 10:32 see stats
By adventure (Nightmare) the Superhuman Berserker level 7
22nd Dusk 122nd year of Ascendancy at 22:55 see stats
By adventure (Nightmare) the Superhuman Berserker level 25
29th Pyre 123rd year of Ascendancy at 10:32 see stats
By adventure (Nightmare) the Superhuman Berserker level 26
78th Pyre 123rd year of Ascendancy at 22:26 see stats
By adventure (Nightmare) the Superhuman Berserker level 50
23rd Dusk 124th year of Ascendancy at 15:07 see stats
By adventure (Nightmare) the Superhuman Berserker level 21
43rd Regrowth 123rd year of Ascendancy at 19:14 see stats
By adventure (Nightmare) the Superhuman Berserker level 50
2nd Flare 124th year of Ascendancy at 03:15 see stats
By adventure (Nightmare) the Superhuman Berserker level 26
78th Pyre 123rd year of Ascendancy at 13:17 see stats
By adventure (Nightmare) the Superhuman Berserker level 40
6th Allure 124th year of Ascendancy at 11:41 see stats
By adventure (Nightmare) the Superhuman Berserker level 26
74th Pyre 123rd year of Ascendancy at 15:08 see stats
By adventure (Nightmare) the Superhuman Berserker level 27
19th Dusk 123rd year of Ascendancy at 12:10 see stats
By adventure (Nightmare) the Superhuman Berserker level 31
3rd Haze 123rd year of Ascendancy at 16:06 see stats
Log
Talent Infusion: Regeneration is ready to use.
Today is the 25th Haze of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 08:26.
There is a teleportation circle to the surface here (press '' or right click to use).
Adventure (Nightmare) stops regenerating health quickly.
The shield around adventure (Nightmare) crumbles.
Adventure (Nightmare) feels pain again.