Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Always center your character 1.4.4Always center your character Items Vault 1.5.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.5.3Donators/Buyers bonus! Myth's Tactical Borders 1.3.1This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Tier-1 Short Circuit Option 1.1.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.5.3Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Ogre |
| Class | Rogue |
| Level / Exp | 50 / 1186% |
| Size | gargantuan |
| Lifes / Deaths | Killed by Cyregarin the saw horror at level 24 on the 40th Regrowth 123rd year of Ascendancy at 13:32 3 / 4Killed by Ukllmswwik the Wise at level 35 on the 30th Pyre 123rd year of Ascendancy at 00:49 Killed by Ukllmswwik the Wise at level 35 on the 30th Pyre 123rd year of Ascendancy at 02:41 Killed by Vor, Grand Geomancer of the Pride at level 42 on the 44th Dusk 123rd year of Ascendancy at 19:13 |
Primary Stats
| Strength | 174 (base 60) |
| Dexterity | 76 (base 61) |
| Constitution | 48 (base 7) |
| Magic | 36 (base 14) |
| Willpower | 72 (base 43) |
| Cunning | 92 (base 63) |
Resources
| Life | 1407/1407 |
| Mana | 611/704 |
| Stamina | 352/352 |
| Healing Factor | 1.8114678899082 |
| Regeneration | 21.066465390111 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -994 |
| Infravision | 5 |
| See Stealth | 48.121379661325 |
| See Invisible | 48.121379661325 |
| Stealth | 67.593826031626 |
Offense: Mainhand
| Damage | 305 |
| Accuracy | 66 |
| Crit Chance | 62% |
| APR | 55 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 102 |
| Accuracy | 66 |
| Crit Chance | 67% |
| APR | 60 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 33 |
| Crit Chance | 49% |
| Speed | 1 |
Offense: Mind
| Mindpower | 54 |
| Crit Chance | 56% |
| Speed | 1 |
Offense: Damage Bonus
| All | +7% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 56 (100%) |
| Defense | 64 |
| Ranged Defense | 66 |
| Fatigue | 0 |
| Physical Save | 73 |
| Spell Save | 56 |
| Mental Save | 64 |
Defense: Resistances
| All | + 22%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 20% |
| Knockback Resistance | 100% |
| Confusion Resistance | 69% |
| Stun Resistance | 100% |
| Disarm Resistance | 67% |
| Poison Resistance | 27% |
| Blind Resistance | 15% |
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 or physical effect and reduce all damage taken by 22% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 38 for 11 turns. While Heroism is active, you will only die when reaching -1430 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 629 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1018% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 883% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Artifice | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Stealth | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| Technique / Duelist | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Technique / Dual techniques | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 4/5 |
| Cunning / Lethality | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 2/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Cunning / Scoundrel | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Quickdraw |
| talent | Apply Poison |
| talent | Trained Reactions |
| talent | Stealth |
| talent | Numbing Poison |
| talent | Lacerating Strikes |
| talent | Leeching Poison |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 10% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
| beneficial effect | Infinite Dungeon Challenge: Mirror Match (Level 76) Challenge |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 7.2 and stamina regeneration by 1.7. Soothing Darkness |
| beneficial effect | Has 10 throwing knives prepared: 10 KnivesRange: 7 Net Damage: 155 - 217 Accuracy: 80 (knife) APR: 63 Crit Chance: +72% Crit mult: 254% Uses Stats: 50% Cun, 70% Dex |
| detrimental effect | Zone-wide effect: +10% critical chance, +20% critical damage, -20% nature and blight resistance. Sinister Aura |
| beneficial effect | Parrying melee and ranged attacks: Has a 63% chance to deflect up to 30 damage from the next 2.9 attack(s). Parried attacks cannot crit. Parrying |
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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved Willpower by +1. | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved Willpower by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Dreadfell. Escort: lost anorithil (level 3 of Dreadfell)As a reward you improved Cunning by +2. | done |
You failed to protect the lost sun paladin from death by snow giant thunderer. Escort: lost sun paladin (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Track (+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 |
Wake up and kill the dreaming horror boss 'Adetha the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 75)You completed the challenge and received: Random Artifact: Neryldatha (15-18 power, 3 apr, darkness element) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 76) | active |
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. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded 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: 1264. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed storm wyrm claw. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* 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 within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You 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 Heavy 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 (+2 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. |
| Light source | dwarven lantern 'Eilinira' dwarven lantern 'Eilinira'Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +2 Dex Changes damage: +9% physical Physical save: +36 (+8 eff.) Mental save: +12 (+3 eff.) Silence immunity: +20% Stun/Freeze immunity: +0% Life regen: +0.60 Mindpower: +11 (+3 eff.) Mental crit. chance: +12% Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | drakeskin leather cap 'Ulfarach' (0 def, 7 armour) drakeskin leather cap 'Ulfarach' (0 def, 7 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +7 Fatigue: +5% Changes stats: +6 Str / +5 Dex / +10 Wil / +5 Cun / +6 Con Changes resistances: +14% blight / +25% cold Allows you to breathe in: water Reduces incoming crit damage: 15.00% Physical save: +12 (+3 eff.) Spell save: +20 (+6 eff.) Mental save: +30 (+7 eff.) Blindness immunity: +15% Disease immunity: +5% Confusion immunity: +15% Only die when reaching: -60.00 life It can be used to activate talent Battle Cry, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
| On hands | Hand of the World-Shaper (0 def, 12 armour) Hand of the World-Shaper (0 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+5 eff.) Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 39.0 - 54.6 Uses stats: 40% Cun, 40% Str, 10% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 83% When this weapon hits: Earthen Missiles (15% chance level 5). Burst (radius 1) on hit: +50 gravity Burst (radius 2) on crit: +30 gravity pin It can be used to activate talent Earthquake (costing 27 power out of 30/30) : Effective talent level: 4.8 Power cost: 27 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 66.34 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
| Tool | Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 9 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
| On fingers | Arthirach ArthirachInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+1 eff.) Effects on melee hit: * 17% chance to cause random gloom Damage (Melee): 17 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 13 bleed Changes stats: +6 Cun Changes resistances: +32% lightning / +11% nature / +9% blight Changes damage: +16% lightning Critical mult.: +3.00% Poison immunity: +27% Disease immunity: +24% Hate when firing a critical mind attack: +3.00 Maximum hate: +5.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
| On fingers | gold ring of speed gold ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +8 (+2 eff.) Movement speed: +14% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 35 cooldown : Effective talent level: 5.2 Power cost: 35 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 46% for 5 turns. Rings can have magical properties. |
| Around neck | Velatha the Airtrencher Velatha the AirtrencherInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +18 Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 16 lightning Changes resistances: +22% mind / +6% lightning Changes resistances penetration: +15% lightning / +5% darkness Critical mult.: +16.00% Physical save: +20 (+5 eff.) Spell save: +19 (+5 eff.) Mental save: +20 (+5 eff.) Confusion immunity: +44% Amulets can have magical properties. |
| In main hand | Adesenor the Bleakbiter (61-97.6 power, 4 apr) Adesenor the Bleakbiter (61-97.6 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.0 - 97.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) * 28% chance to inflict 15% damage reduction * 25% chance for lightning to arc to a second target * 20% chance to curse the target Damage (Melee): +28 lightning / +4 blight Burst (radius 2) on crit: +4 blight When wielded/worn: Accuracy: +42 (+9 eff.) Defense: +21 (+5 eff.) Changes stats: +9 Str Changes resistances penetration: +10% darkness / +20% blight Changes damage: +6% blight / +21% physical Disarm immunity: +67% Stamina when hit: +4.00 Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +17% Massive two-handed swords. |
| Around waist | Umbradash UmbradashInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +21 (+4 eff.) Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 20 darkness Changes stats: +6 Str / +6 Con Changes resistances: +14% lightning / +15% temporal / +3% blight Changes damage: +6% blight / +12% light Critical mult.: +15.00% Physical save: +15 (+3 eff.) Life regen: +3.60 Healing mod.: +30% Size category: +1 A belt that goes around your waist. |
| In off hand | thunderous voratun dagger of shearing (38-49.4 power, 9 apr) thunderous voratun dagger of shearing (38-49.4 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to daze at end of turn When wielded/worn: Armour penetration: +8 Changes stats: +3 Str / +4 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances penetration: +8% lightning / +9% physical Changes damage: +12% physical Sharp, short and deadly. |
| Cloak | Glimmerwrecker (9 def, 0 armour) Glimmerwrecker (9 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +7 Defense: +9 (+2 eff.) Effects on melee hit: * Slows global speed by 30% * 30% chance to blind Changes resistances: +9% lightning / +12% fire / +15% light / +3% cold Changes damage: +3% light Critical mult.: +14.00% Stealth bonus: +17 Maximum life: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+3 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
healing infusion of the duelist (heal 265) healing infusion of the duelist (heal 265)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 265 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
healing infusion of the duelist (heal 274) healing infusion of the duelist (heal 274)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 274 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
healing infusion of the warrior (heal 592) healing infusion of the warrior (heal 592)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 592 and cleanse 1 wound and 1 poison 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. Press to compare to your current inscriptions |
heroism infusion of the duelist (+19 for 12 turns, die at -773) heroism infusion of the duelist (+19 for 12 turns, die at -773)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: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 12 turns. While Heroism is active, you will only die when reaching -773 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your 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. Press to compare to your current inscriptions |
heroism infusion of the duelist (+19 for 12 turns, die at -1092) heroism infusion of the duelist (+19 for 12 turns, die at -1092)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 12 turns. While Heroism is active, you will only die when reaching -1092 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your 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. Press to compare to your current inscriptions |
heroism infusion of the sneak (+22 for 9 turns, die at -602) heroism infusion of the sneak (+22 for 9 turns, die at -602)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: 21 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 22 for 9 turns. While Heroism is active, you will only die when reaching -602 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the duelist (798% speed; 6 turns) movement infusion of the duelist (798% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 798% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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. Press to compare to your current inscriptions |
movement infusion of the sneak (880% speed; 5 turns) movement infusion of the sneak (880% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 880% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the warrior (1225% speed; 7 turns) movement infusion of the warrior (1225% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1225% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the wizard (780% speed; 6 turns) movement infusion of the wizard (780% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 780% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the warrior (heal 1040 over 5 turns) regeneration infusion of the warrior (heal 1040 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1040 life over 5 turns. 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. |
regeneration infusion of the warrior (heal 1096 over 5 turns) regeneration infusion of the warrior (heal 1096 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1096 life over 5 turns. 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. |
Rune of the Rift (438.00 temporal damage, removed from time 4 turns) Rune of the Rift (438.00 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: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 468.66 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. |
controlled phase door rune of the warrior (range 17) controlled phase door rune of the warrior (range 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 17. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Offalcrypt OffalcryptInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Effects on melee hit: * Slows global speed by 15% * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 acid Changes stats: +7 Wil Changes resistances penetration: +15% nature / +10% acid Changes damage: +8% physical Blindness immunity: +16% Infravision radius: +8 Sight radius: +2 See invisible: +11 Combat speed: +10% Amulets can have magical properties. |
warrior's gold amulet of constitution (+4) warrior's gold amulet of constitution (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +7% physical Stamina each turn: +0.40 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. |
Eilinytha EilinythaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +14 (+4 eff.) Changes stats: +10 Str / +4 Mag / +3 Wil / +11 Cun / +3 Con Reduces incoming crit damage: 15.00% Rings can have magical properties. |
Forestthorn the stralite ring Forestthorn the stralite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +12 (+3 eff.) Effects on melee hit: * Slows global speed by 30% * 30% chance to blind Damage when hit (Melee): 16 nature Changes resistances: +15% nature Changes resistances penetration: +25% light Changes damage: +6% nature / +9% fire Spellpower: +13 (+6 eff.) Mindpower: +13 (+4 eff.) Rings can have magical properties. |
Galysin GalysinPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +3 Dex / +9 Mag / +10 Cun Changes resistances: +6% mind Changes resistances penetration: +5% mind Grants telepathy: Humanoid/Orc Blindness immunity: +36% Disarm immunity: +40% Pinning immunity: +42% Knockback immunity: +45% Maximum life: +50.00 Spellpower: +13 (+6 eff.) Light radius: +1 Infravision radius: +6 See stealth: +17 See invisible: +25 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 War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Archery excellence +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Two-handed weapons +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Unarmed training +0.30 Technique / Archery prowess +0.30 Technique / Combat training +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Superiority +0.30 Technique / Pugilism +0.30 Technique / Shield defense +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
steel ring of the mountain (+11%) steel ring of the mountain (+11%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +11% physical Changes damage: +11% physical Rings can have magical properties. |
titan's gold ring titan's gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+2 eff.) Rings can have magical properties. |
treant's voratun ring of life treant's voratun ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +15% nature / +10% blight Poison immunity: +17% Disease immunity: +30% Life regen: +1.70 Maximum life: +87.00 Healing mod.: +24% Rings can have magical properties. |
Ce'Noriana the Charbearer (16.5-21.45 power, 7 apr) Ce'Noriana the Charbearer (16.5-21.45 power, 7 apr)Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 16.5 - 21.4 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +24 light / +10 temporal / +11 nature / +16 fire When wielded/worn: Changes resistances: +9% fire Changes resistances penetration: +20% fire Changes damage: +18% light / +6% fire Sharp, short and deadly. |
Noonsting the stralite dagger (28-36.4 power, 9 apr) Noonsting the stralite dagger (28-36.4 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 28.0 - 36.4 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) * 14% chance to disease On weapon crit: * cripple the target Damage (Melee): +12 blight Burst (radius 1) on hit: +4 temporal / +12 fire Burst (radius 2) on crit: +4 temporal When wielded/worn: Physical crit. chance: +10.0% Changes resistances penetration: +5% temporal Changes damage: +9% light Disease immunity: +20% Sharp, short and deadly. |
Spelldrinker (27-35.1 power, 8 apr) Spelldrinker (27-35.1 power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 45% Cun, 5% Mag, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
hateful stralite dagger of erosion (27.5-35.75 power, 9 apr) hateful stralite dagger of erosion (27.5-35.75 power, 9 apr)Requires: - Dexterity 35 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 27.5 - 35.8 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +8 temporal / +8 nature / +12 darkness Damage against: +9% Living Sharp, short and deadly. |
Colaryem (48-76.8 power, 12 apr) Colaryem (48-76.8 power, 12 apr)Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 48.0 - 76.8 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +11.0% Attack speed: 56% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element) Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+17 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 174 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." |
Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+5 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 27 power out of 30/30) : Effective talent level: 5.2 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 36% chance to evade melee and ranged attacks and 46 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Isleth the drakeskin leather belt Isleth the drakeskin leather beltPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +2 Physical crit. chance: +6.0% Physical power: +3 (+1 eff.) Armour: +4 Damage when hit (Melee): 4 physical Critical mult.: +10.00% Physical save: +10 (+2 eff.) Maximum life: +91.00 Maximum mana: +59.00 Maximum stamina: +56.00 Maximum hate: +10.00 Maximum psi: +24.00 Maximum vim: +29.00 Maximum pos.energy: +31.00 Maximum neg.energy: +26.00 Mindpower: +7 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +16 A belt that goes around your waist. |
hardened leather belt 'Tarrasus' hardened leather belt 'Tarrasus'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances penetration: +20% physical Physical save: +36 (+8 eff.) Life regen: +0.80 Stamina each turn: +0.80 Maximum life: +77.00 A belt that goes around your waist. |
cashmere cloak 'Zanylin' (2 def, 0 armour) cashmere cloak 'Zanylin' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Critical mult.: +20.00% Mental save: +30 (+7 eff.) Vim when firing critical spell: +2.00 Maximum life: +42.00 Maximum psi: +20.00 Mental crit. chance: +2% Damage Shield penetration: +40% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Xerudhessra' (10 def, 12 armour) elven-silk cloak 'Xerudhessra' (10 def, 12 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +12 Defense: +10 (+3 eff.) Changes stats: +4 Str / +3 Dex / +4 Con Changes resistances: +1% physical / +23% cold Talent mastery: +0.40 Technique / Combat training Physical save: +19 (+4 eff.) Spell save: -6 (-2 eff.) Mental save: +13 (+3 eff.) Confusion immunity: +15% Stamina each turn: +0.90 Mana each turn: -0.11 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aetherwalk (6 def, 0 armour) Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+3 eff.) It can be used to phase door up to range 6, within radius 2 of the target location, costing 21 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 28 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Chukhad (5 def, 4 armour) Chukhad (5 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +5 (+1 eff.) Ranged Defense: +5 (+1 eff.) Fatigue: +3% Changes resistances: +6% fire Blindness immunity: +25% Silence immunity: +15% Disarm immunity: +10% Confusion immunity: +15% Pinning immunity: +20% Only die when reaching: -80.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 18 power out of 20/20) : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of drakeskin leather boots 'Glintwild' (0 def, 5 armour) pair of drakeskin leather boots 'Glintwild' (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -3% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 20 light Changes stats: +7 Str / +6 Con Changes resistances: +17% darkness / +24% temporal Changes resistances penetration: +12% darkness / +15% temporal Changes damage: +7% physical Maximum encumbrance: +40 Physical save: +7 (+1 eff.) Light radius: +2 Defense after a teleport: +22 Resist all after a teleport: +19% New effects duration reduction after a teleport: +20% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 9 cooldown : Effective talent level: 4.0 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
Cuthydunakhad the voratun gauntlets (0 def, 3 armour) Cuthydunakhad the voratun gauntlets (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +11 Armour: +3 Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 11 light Damage when hit (Melee): 4 arcane Changes stats: +7 Dex / +4 Mag / +11 Cun Changes resistances: +12% temporal / +19% light / +8% darkness Changes resistances penetration: +5% arcane Changes damage: +8% light / +9% arcane Infravision radius: +1 When used to modify unarmed attacks: Base power: 32.0 - 44.8 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +9 Armour Penetration: +23 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Perfect Strike (15% chance level 5). On weapon hit: * 13% chance to blind Burst (radius 2) on crit: +39 light / +35 darkness It can be used to activate talent Starfall, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 50.55 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Duathelstinger the voratun gauntlets (0 def, 3 armour) Duathelstinger the voratun gauntlets (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +28 (+6 eff.) Armour penetration: +27 Armour: +3 Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 light Changes stats: +16 Cun / +14 Dex Changes resistances penetration: +10% light Changes damage: +9% darkness / +9% light Physical save: +9 (+2 eff.) Mental save: +7 (+1 eff.) Disarm immunity: +49% When used to modify unarmed attacks: Base power: 29.0 - 40.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +27 Armour Penetration: +33 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Perfect Strike (30% chance level 5). Damage (Melee): +12 darkness It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Strikesting (0 def, 2 armour) Strikesting (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +14 (+3 eff.) Armour: +2 Changes stats: +4 Str Changes resistances: +12% acid / +9% fire / +12% nature Changes resistances penetration: +5% lightning Disarm immunity: +5% When used to modify unarmed attacks: Base power: 23.0 - 25.3 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Burst (radius 2) on crit: +8 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Harazilakath (0 def, 3 armour) Harazilakath (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +3 Fatigue: +3% Changes stats: +1 Str Changes resistances: +7% lightning / +8% temporal / +5% arcane / +2% physical Only die when reaching: -80.00 life Maximum life: +30.00 A cap made of leather. |
The Black Crown (0 def, 15 armour) The Black Crown (0 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Wil / +10 Con Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demonic pact +0.20 Corruption / Demon seeds Physical save: +0 (+0 eff.) Spell save: +0 (+0 eff.) Mental save: +0 (+0 eff.) Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
multi-hued drakeskin leather armour of Eyal (5 def, 8 armour) multi-hued drakeskin leather armour of Eyal (5 def, 8 armour)Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes resistances: +14% acid / +15% physical / +18% fire / +10% lightning / +14% cold Life regen: +3.40 Maximum life: +69.00 Mindpower: +9 (+3 eff.) Healing mod.: +21% A suit of armour made of leather. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
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. |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+3 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 (+6 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 70 power out of 150/150) : Effective talent level: 4.0 Power cost: 70 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 by 1 per turn to a maximum radius of 3, doing 18.06 cold damage and 29.70 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 immunity by half and interacts 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. |
piercing dwarven lantern of corpselight piercing dwarven lantern of corpselightPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +11 Changes resistances: +13% blight / +11% darkness Changes resistances penetration: +11% all Spellpower: +5 (+3 eff.) Spell crit. chance: +6% Light radius: +6 Infravision radius: +5 See invisible: +13 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 27 cooldown : Effective talent level: 1.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 27 blight damage or heals 34 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Bladed Rift Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+5 eff.) Mindpower: +10 (+3 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 14 power out of 25/25) : Effective talent level: 5.0 Power cost: 14 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Eternity's Counter Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +0% all / +15% temporal Reduce damage by fixed amount: +0 all Changes damage: +15% temporal Movement speed: +0% Combat speed: +0% Casting speed: +0% Mental speed: +0% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards stability), costing 18 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
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. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+4 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 27 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of 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 after 40 turns, costing 176 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. |
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. |
Turanarikhad the Smearblow [power 57] (18 cooldown) Turanarikhad the Smearblow [power 57] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +3% nature Changes damage: +6% nature Pinning immunity: +15% Stun/Freeze immunity: +15% Only die when reaching: -40.00 life It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 57 for 7 turns, putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 4 psi. Torques are made by powerful psionics to store psionic powers. |
Serpentbrawn [power 2] (9 cooldown) Serpentbrawn [power 2] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes resistances: +6% blight / +9% temporal / +6% nature / +6% acid Spell save: +6 (+2 eff.) It can be used to remove up to 2 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 6 stamina. Natural totems are made by powerful wilders to store nature power. |
Hettidunalelach the yew wand of conjuration [power 265] (9 cooldown) Hettidunalelach the yew wand of conjuration [power 265] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Armour: +6 Damage when hit (Melee): 16 arcane Changes stats: +8 Dex / +5 Con Spell save: +20 (+6 eff.) Mana when firing critical spell: +2.00 It can be used to fire a bolt of a random element with (base) damage 132 to 265, putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 5 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Hurichik the elven-wood wand of firewall [power 281] (6 cooldown) Hurichik the elven-wood wand of firewall [power 281] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Changes stats: +2 Str / +2 Dex / +4 Mag Talent granted: +4 Void Blast Critical mult.: +12.00% Maximum stamina: +10.00 See invisible: +9 Healing mod.: +15% It can be used to creates a wall of flames lasting 4 turns (dealing 301 fire damage overall), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 27 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Nana McFaceshield the Ogre Rogue level 30
4th Pyre 123rd year of Ascendancy at 02:36 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Nana McFaceshield the Ogre Rogue level 42
45th Dusk 123rd year of Ascendancy at 00:28 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Nana McFaceshield the Ogre Rogue level 29
60th Regrowth 123rd year of Ascendancy at 05:00 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By Nana McFaceshield the Ogre Rogue level 35
37th Pyre 123rd year of Ascendancy at 08:57 see stats
Are you out of your mind?! (Nightmare (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Nana McFaceshield the Ogre Rogue level 50
71st Haze 123rd year of Ascendancy at 06:52 see stats
Atamathoned! (Nightmare (Adventure) difficulty)
Killed the giant golem Atamathon after foolishly reactivating it.By Nana McFaceshield the Ogre Rogue level 50
78th Haze 123rd year of Ascendancy at 23:41 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Nana McFaceshield the Ogre Rogue level 41
37th Dusk 123rd year of Ascendancy at 04:35 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Nana McFaceshield the Ogre Rogue level 32
14th Pyre 123rd year of Ascendancy at 20:50 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Nana McFaceshield the Ogre Rogue level 13
69th Dusk 122nd year of Ascendancy at 07:09 see stats
Destroyer of the creation (Nightmare (Adventure) difficulty)
Killed Slasul.By Nana McFaceshield the Ogre Rogue level 34
29th Pyre 123rd year of Ascendancy at 19:36 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Nana McFaceshield the Ogre Rogue level 31
11st Pyre 123rd year of Ascendancy at 04:42 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Nana McFaceshield the Ogre Rogue level 46
73rd Dusk 123rd year of Ascendancy at 08:48 see stats
Evil denied (Nightmare (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Nana McFaceshield the Ogre Rogue level 50
63rd Haze 123rd year of Ascendancy at 08:29 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Nana McFaceshield the Ogre Rogue level 17
63rd Haze 122nd year of Ascendancy at 19:15 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Nana McFaceshield the Ogre Rogue level 22
6th Allure 123rd year of Ascendancy at 08:58 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Nana McFaceshield the Ogre Rogue level 30
62nd Regrowth 123rd year of Ascendancy at 19:42 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Nana McFaceshield the Ogre Rogue level 49
12nd Haze 123rd year of Ascendancy at 10:25 see stats
Flooder (Nightmare (Adventure) difficulty)
Defeated Ukllmswwik while doing his own quest.By Nana McFaceshield the Ogre Rogue level 35
30th Pyre 123rd year of Ascendancy at 04:19 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Nana McFaceshield the Ogre Rogue level 21
9th Decay 122nd year of Ascendancy at 01:00 see stats
I cleared the room of death and all I got was this lousy achievement! (Nightmare (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Nana McFaceshield the Ogre Rogue level 50
71st Haze 123rd year of Ascendancy at 07:21 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Nana McFaceshield the Ogre Rogue level 10
35th Dusk 122nd year of Ascendancy at 02:25 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Nana McFaceshield the Ogre Rogue level 20
68th Haze 122nd year of Ascendancy at 18:09 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Nana McFaceshield the Ogre Rogue level 30
60th Regrowth 123rd year of Ascendancy at 05:00 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Nana McFaceshield the Ogre Rogue level 40
30th Dusk 123rd year of Ascendancy at 14:07 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Nana McFaceshield the Ogre Rogue level 50
61st Haze 123rd year of Ascendancy at 03:17 see stats
Now, this is impressive! (Nightmare (Adventure) difficulty)
Killed Linaniil, the Supreme Archmage of Angolwen.By Nana McFaceshield the Ogre Rogue level 50
1st Decay 123rd year of Ascendancy at 06:24 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Nana McFaceshield the Ogre Rogue level 48
10th Haze 123rd year of Ascendancy at 07:58 see stats
Overpowered! (Nightmare (Adventure) difficulty)
Did over 6000 damage in one attack.By Nana McFaceshield the Ogre Rogue level 49
39th Haze 123rd year of Ascendancy at 14:25 see stats
Race through fire (Nightmare (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Nana McFaceshield the Ogre Rogue level 45
67th Dusk 123rd year of Ascendancy at 13:13 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Nana McFaceshield the Ogre Rogue level 13
4th Haze 122nd year of Ascendancy at 17:01 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Nana McFaceshield the Ogre Rogue level 36
1st Mirth 123rd year of Ascendancy at 13:09 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Nana McFaceshield the Ogre Rogue level 30
62nd Regrowth 123rd year of Ascendancy at 19:01 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Nana McFaceshield the Ogre Rogue level 32
11st Pyre 123rd year of Ascendancy at 06:56 see stats
Tactical master (Nightmare (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Nana McFaceshield the Ogre Rogue level 50
63rd Haze 123rd year of Ascendancy at 08:28 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Nana McFaceshield the Ogre Rogue level 24
47th Regrowth 123rd year of Ascendancy at 02:07 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Nana McFaceshield the Ogre Rogue level 9
30th Dusk 122nd year of Ascendancy at 04:14 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Nana McFaceshield the Ogre Rogue level 48
10th Haze 123rd year of Ascendancy at 20:27 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Nana McFaceshield the Ogre Rogue level 21
1st Wintertide 123rd year of Ascendancy at 16:51 see stats
The Sun Still Shines (Nightmare (Adventure) difficulty)
Aeryn survived the last battle.By Nana McFaceshield the Ogre Rogue level 50
63rd Haze 123rd year of Ascendancy at 08:29 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By Nana McFaceshield the Ogre Rogue level 42
44th Dusk 123rd year of Ascendancy at 20:58 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Nana McFaceshield the Ogre Rogue level 8
18th Dusk 122nd year of Ascendancy at 06:28 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Nana McFaceshield the Ogre Rogue level 36
62nd Pyre 123rd year of Ascendancy at 02:41 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Nana McFaceshield the Ogre Rogue level 26
50th Regrowth 123rd year of Ascendancy at 12:37 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Nana McFaceshield the Ogre Rogue level 17
63rd Haze 122nd year of Ascendancy at 13:15 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Nana McFaceshield the Ogre Rogue level 28
59th Regrowth 123rd year of Ascendancy at 15:02 see stats
Log
You gain 6.16 gold from the transmogrification of restorative cashmere cloak of battle (2 def, 0 armour).
You gain 4.66 gold from the transmogrification of orichalcum trident of corruption (50.5-80.8 power, 16 apr).
You gain 5.01 gold from the transmogrification of plaguebringer's steel steamsaw (12.5-18.75 power, 8 apr).
You gain 6.22 gold from the transmogrification of flaming voratun steamsaw of crippling (39.5-59.25 power, 25 apr).
You gain 11.46 gold from the transmogrification of bloodlich's ash magestaff of fate (15-18 power, 3 apr, lightning element).
You gain 23.02 gold from the transmogrification of Neryldatha (15-18 power, 3 apr, darkness element).
You gain 25.00 gold from the transmogrification of Lightningsage the yew starstaff (20-24 power, 4 apr, darkness element).
You gain 4.64 gold from the transmogrification of gifted thorny mindstar of flames (9-9.9 power, 24 apr, mind damage).
You gain 8.07 gold from the transmogrification of truestriking voratun mace of persecution (44-61.6 power, 6 apr).
You gain 4.48 gold from the transmogrification of stralite longsword of shearing (33.5-46.9 power, 5 apr).
You gain 10.11 gold from the transmogrification of runic dragonbone longbow of dexterity (+11).
You gain 25.00 gold from the transmogrification of Turadunarin the Demonquarry (86-129 power, 4 apr).
You gain 6.31 gold from the transmogrification of caustic voratun dagger of massacre (51.5-66.95 power, 9 apr).
You gain 8.53 gold from the transmogrification of balanced voratun dagger of ruin (38.5-50.05 power, 9 apr).
You gain 25.00 gold from the transmogrification of Porerawyn the voratun dagger (37.5-48.75 power, 9 apr).
You gain 8.02 gold from the transmogrification of truestriking stralite battleaxe of crippling (47-70.5 power, 3 apr).
You gain 2.31 gold from the transmogrification of chilling steel battleaxe of amnesia (23-34.5 power, 2 apr).
You gain 2.35 gold from the transmogrification of titan's gold ring of light (+32%).
You gain 3.76 gold from the transmogrification of sneakthief's copper ring of nature (+24%).
You gain 14.89 gold from the transmogrification of gladiator's voratun ring of blinding strikes.
You gain 4.00 gold from the transmogrification of controlled phase door rune (range 10).
Accepted quest 'Infinite Dungeon Challenge: Mirror Match (Level 76)'! (Press 'j' to see the quest log)
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Nana McFaceshield deactivates Stealth.
Nana McFaceshield deactivates Trained Reactions.
Nana McFaceshield deactivates Apply Poison.
Nana McFaceshield deactivates Numbing Poison.
Nana McFaceshield deactivates Lacerating Strikes.
Nana McFaceshield deactivates Quickdraw.
Nana McFaceshield deactivates Leeching Poison.
