












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Skirmisher |
| Level / Exp | 50 / 2319% |
| Size | small |
| Lifes / Deaths | Killed by Velavea the minotaur mindscrew at level 39 on the 65th Regrowth 123rd year of Ascendancy at 13:43 4 / 3Killed by Elandar at level 50 on the 2nd Decay 123rd year of Ascendancy at 06:04 Killed by Elandar at level 50 on the 2nd Decay 123rd year of Ascendancy at 09:11 |
Primary Stats
| Strength | 83 (base 16) |
| Dexterity | 115 (base 63) |
| Constitution | 59 (base 26) |
| Magic | 125 (base 60) |
| Willpower | 52 (base 10) |
| Cunning | 123 (base 60) |
Resources
| Life | 1483/1483 |
| Mana | 459/484 |
| Stamina | 317/317 |
| Paradox | 300 |
| Healing Factor | 1.6651133323991 |
| Regeneration | 93.455123443347 |
Speed
| Mental | -3.3306690738755E-14% |
| Attack | 0% |
| Movement | +32% |
| Spell | 0% |
| Global | +95.238095238095% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 5 |
| See Stealth | 53.704911194728 |
| See Invisible | 53.704911194728 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 276 |
| Accuracy | 77 |
| Crit Chance | 78% |
| APR | 54 |
| Speed | 0.90 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 75 |
| Crit Chance | 47% |
| Speed | 1 |
Offense: Mind
| Mindpower | 61 |
| Crit Chance | 54% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +47% |
| Arcane | +25% |
| Mind | +37% |
| All | +22% |
| Lightning | +31% |
| Light | +37% |
| Temporal | +25% |
| Physical | +66% |
| Darkness | +45% |
| Fire | +38% |
| Nature | +31% |
Offense: Damage Penetration
| Mind | +70% |
| Lightning | +70% |
| Light | +85% |
| Darkness | +79% |
| Blight | +60% |
| Physical | +65% |
| Fire | +70% |
| All | +50% |
Defense: Base
| Armour (hardiness) | 65 (63.594633868923%) |
| Defense | 98 |
| Ranged Defense | 101 |
| Fatigue | 4.9238052216851 |
| Physical Save | 53 |
| Spell Save | 48 |
| Mental Save | 58 |
Defense: Resistances
| Acid | + 59%( 70%) |
| Blight | + 49%( 70%) |
| Physical | + 45%( 70%) |
| Cold | + 70%( 70%) |
| All | + 35%( 70%) |
| Lightning | + 60%( 70%) |
| Light | + 68%( 70%) |
| Temporal | + 41%( 70%) |
| Mind | + 43%( 70%) |
| Darkness | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 43%( 70%) |
Defense: Immunities
| Silence Resistance | 0% |
| Disarm Resistance | 38% |
| Knockback Resistance | 76% |
| Confusion Resistance | 46% |
| Stun Resistance | 100% |
| Pinning Resistance | 85% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 135 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 38% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 725 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 891% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Cunning / Poisons | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 3/5 |
| Technique / Tireless Combatant | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Skirmisher - Slings | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 4/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 2/5 |
| Technique / Mobility | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Pace Yourself |
| talent | Insidious Poison |
| talent | Numbing Poison |
| talent | Trained Reactions |
| talent | Apply Poison |
| talent | Premonition |
| talent | Bombardment |
| talent | Counter Shot |
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 |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 7 of Dreadfell. Escort: lost defiler (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Norgos Lair. Escort: lost tinker (level 2 of Norgos Lair)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You failed to protect the repented thief from death by Emelith the dredgling. Escort: repented thief (level 1 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved talent Precognition (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 3337. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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 your homeland 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 to join the slavers and take part in their game. You won the ring of blood! You 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 | Goryhek the Blindraider (0 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +10 Physical crit. chance: +5.0% Physical power: +20 (+3 eff.) Armour: +5 Damage when hit (Melee): 4 light Changes resistances: +13% fire / +23% cold Spellpower: +17 (+5 eff.) Mindpower: +16 (+4 eff.) Light radius: +3 A pair of boots made of leather. |
| Quiver | pouch of stralite shots 'Shadowvein' (25/25, 160% power, 5 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Power: 160% Range: 1.2x Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +12.5% Capacity: 25 On weapon hit: * 20% chance to reduce damage dealt by 29% * Create an explosion dealing 136 lightning damage (1/turn) On weapon crit: * Wound the target dealing 370 physical damage across 5 turns and reducing healing by 50% Damage Shield penetration (this weapon only): +30% Damage (Ranged): +8 darkness / +12 light / +4 arcane Damage (radius 1) on hit: +8 darkness Damage against: +7% Undead Shots are used with slings to pummel your foes to death. |
| Light source | HagathadInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +19 Physical crit. chance: +2.0% Armour: +4 Defense: +25 (+4 eff.) Changes stats: +6 Con Changes resistances: +15% blight / +2% physical Changes resistances penetration: +15% all Physical save: +21 (+7 eff.) Life regen: +16.00 Maximum life: +78.00 Light radius: +7 Healing mod.: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Flashnull (0 def, 11 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +20 (+3 eff.) Armour: +11 Fatigue: +5% Damage when hit (Melee): 13 arcane Changes stats: +17 Str Changes resistances: +3% physical / +9% fire Changes resistances penetration: +20% lightning Changes damage: +9% physical Stamina each turn: +3.90 A cap made of leather. |
| On hands | Will of Ul'Gruth (0 def, 15 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality When used to modify unarmed attacks: Power: 147% Range: 1.4x Uses stats: 40% Cun, 40% Str, 60% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 83% When this weapon hits: Obliterating Smash (20% chance level 3). Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 14 power out of 25/25) : Effective talent level: 3.3 Power cost: 14 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 151% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 17. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
| Tool | extending dragonbone wand of lightning storm [power 494] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 129 lightning damage and will be dazed for 1 turn (647 total damage) Activation puts all charms on cooldown for 9 turns. When used: * Increase the duration of 3 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | voratun ring 'Gleamoath'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Damage when hit (Melee): 12 light Changes stats: +10 Str / +5 Mag / +8 Cun / +10 Con Changes resistances penetration: +25% light / +10% mind Critical mult.: +5.00% Disarm immunity: +38% Pinning immunity: +38% Stun/Freeze immunity: +42% Knockback immunity: +46% Life regen: +8.00 Maximum life: +50.00 Spellpower: +12 (+3 eff.) Mindpower: +15 (+3 eff.) Light radius: +1 Rings make your fingers look great! |
| On fingers | Pitchroar the voratun ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 29% Changes stats: +7 Mag / +8 Wil Changes resistances: +30% acid / +25% fire / +30% lightning / +51% cold Changes resistances penetration: +20% darkness Changes damage: +3% arcane / +6% darkness Mental save: +15 (+4 eff.) Confusion immunity: +21% Stun/Freeze immunity: +40% Life regen: +9.00 Spellpower: +14 (+4 eff.) Rings make your fingers look great! |
| Around neck | AirfameInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 33 Damage when hit (Melee): 2 lightning Changes stats: +10 Str / +9 Dex / +9 Wil / +6 Con Changes resistances: +6% blight / +18% fire / +30% light / +30% darkness Changes resistances penetration: +10% blight Changes damage: +9% lightning / +6% fire / +3% blight Physical save: +10 (+3 eff.) Blindness immunity: +50% Life regen: +11.00 Maximum life: +80.00 Amulets make your neck look great! |
| In main hand | Nithan's ForceRequires: - Dexterity 32 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 111% Firing range: +10 When wielded/worn: Changes stats: +10 Str / +5 Con Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +35% physical Pinning immunity: +30% Knockback immunity: +30% It can be used to activate talent Bull Shot (costing 9 power out of 16/16) : Effective talent level: 4.0 Power cost: 9 out of 16/16. Range: 10 Travel Speed: instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 207% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
| Around waist | Tulygoldil the drakeskin leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Changes stats: +7 Str / +16 Dex / +12 Mag / +15 Wil / +20 Cun Changes resistances: +15% cold / +15% fire / +9% temporal Changes damage: +3% temporal Damage against: +44% Summoned Reduced damage from: +41% Summoned Physical save: +16 (+5 eff.) Spell save: +20 (+6 eff.) Mental save: +20 (+6 eff.) Mental crit. chance: +15% A belt that goes around your waist. |
| In off hand | Summertide (17 def, 15 armour, 164% power, 260 block)Requires: - Shield usage training - Willpower 28 - Cunning 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 164% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Light Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+3 eff.) Ranged Defense: +17 (+3 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +20% light / +10% fire / +15% darkness / +12% mind Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +1 Block Mental save: +18 (+5 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+2 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 85.85 to 107.32 light damage (based on Willpower and Cunning) Activation costs 7 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
| Cloak | Isyriawyn the Rootblood (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +13 Defense: +3 (+0 eff.) Changes resistances: +7% acid / +18% darkness / +8% lightning / +10% fire / +12% nature / +10% cold Changes resistances penetration: +9% darkness / +10% fire Changes damage: +17% darkness / +9% nature Critical mult.: +22.00% Stealth bonus: +30 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Worm Nest (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +15 Mag Changes resistances: +13% all Reduce damage by fixed amount: +22 all Changes damage: +22% blight Spellpower: +15 (+4 eff.) Spell crit. chance: +8% Movement speed: +32% It can be used to activate talent Carrion Feet (costing 9 power out of 20/20) : Effective talent level: 3.0 Power cost: 9 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Inventory
healing infusion of the sneak (heal 294; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion 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 instantly heal yourself for 294 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 805%; cd 18)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 805% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. 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 nature talent. |
movement infusion of the titan (speed 981%; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 981% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 820%; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion 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 820% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. 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 nature talent. |
This item will automatically be transmogrified when you leave the level.regeneration infusion (heal 413; 16 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 413 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 30%; mental, physical; dur 4; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune of the sneak (damage 386; dur 4; cd 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 386.25 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the sneak (damage 379; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 378.93 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 149; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 149 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 195; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 195 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the duelist (threshold 57; blocks 9; dur 4; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 57 up to 9 times. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the duelist (threshold 54; blocks 8; dur 4; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 54 up to 8 times. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the warrior (threshold 41; blocks 9; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 41 up to 9 times. 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 spell talent. |
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! |
BlindwishPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Effects on melee hit: * 10% chance to reduce damage dealt by 29% Changes stats: +5 Mag Changes resistances penetration: +5% darkness / +10% arcane Changes damage: +12% arcane / +3% darkness Life regen: +1.00 Mana each turn: +0.18 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +32.00 Amulets make your neck look great! |
The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 20 power out of 36/36) : Effective talent level: 4.0 Power cost: 20 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (175). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 33 power out of 60/60) : Effective talent level: 2.0 Power cost: 33 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
grounding stralite amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +14 Changes resistances: +21% lightning Critical mult.: +14.00% Stun/Freeze immunity: +40% Amulets make your neck look great! |
steel amulet 'Glitterfoe'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +2 Changes stats: +3 Mag Changes resistances: +5% arcane / +9% nature Talent mastery: +0.16 Cunning / Called Shots Poison immunity: +10% Silence immunity: +10% Light radius: +1 Amulets make your neck look great! |
stralite amulet 'Loamflash'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +11 (+3 eff.) Defense: +10 (+2 eff.) Fatigue: -7% Changes stats: +6 Dex / +6 Cun / +9 Con / +11 Lck Changes resistances: +9% acid / +6% light / +3% fire / +16% mind / +6% nature Mental save: +3 (+1 eff.) Confusion immunity: +36% Teleport immunity: +20% Life regen: +2.00 Stamina each turn: +0.70 Movement speed: +10% Reduce all damage from unseen attackers: 14% Amulets make your neck look great! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 6 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. |
AerottaPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +7 Str / +6 Dex / +2 Mag / +8 Wil / +6 Cun / +7 Con Changes resistances: +13% blight Changes damage: +13% blight / +6% arcane Reduces incoming crit damage: 15.00% Mindpower: +10 (+2 eff.) Rings make your fingers look great! |
Beledamira the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +40 (+9 eff.) Armour penetration: +20 Armour: +8 Defense: +15 (+2 eff.) Damage when hit (Melee): 8 physical Changes stats: +2 Dex / +3 Wil / +4 Cun Critical mult.: +15.00% Mental save: +18 (+5 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 145% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 177.42 You won the Ring of Blood trial, and this is your reward. |
BreezeblurInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +5% arcane / +9% fire Changes damage: +18% nature Physical save: +18 (+6 eff.) Mental save: +13 (+4 eff.) Silence immunity: +20% Confusion immunity: +44% Life regen: +4.00 Only die when reaching: -80.00 life Rings make your fingers look great! |
Ce'NisenorInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +22 Changes stats: +11 Str / +3 Wil / +1 Con Changes resistances: +28% lightning / +9% cold / +3% light Changes damage: +14% lightning Light radius: +3 Rings make your fingers look great! |
Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+13 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 28 power out of 50/50) : Effective talent level: 2.0 Power cost: 28 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Polatira the BlazesageInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +2 Armour: +6 Damage when hit (Melee): 6 light Changes stats: +2 Dex Changes resistances: +6% blight / +34% cold / +6% nature Changes damage: +17% cold Poison immunity: +18% Disease immunity: +16% Life regen: +11.00 Maximum life: +61.00 Healing mod.: +14% Rings make your fingers look great! |
Willowwrither the steel ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +9 Defense: +9 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 63% Changes stats: +3 Cun / +3 Mag Changes resistances penetration: +10% arcane Changes damage: +3% arcane Physical save: +10 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +10 (+3 eff.) Spellpower: +7 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 145% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
savior's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical save: +13 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +6 (+2 eff.) Life regen: +7.00 Maximum life: +72.00 Healing mod.: +12% Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.solipsist's voratun ring of clarity Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +8 Wil Mental save: +15 (+4 eff.) Confusion immunity: +45% Mindpower: +15 (+3 eff.) Rings make your fingers look great! |
steel ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Life regen: +5.00 Maximum life: +48.00 Healing mod.: +11% Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.caustic voratun battleaxe (170% power, 4 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 170% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (radius 2) on crit: +63 acid / +63 nature When wielded/worn: Armour penetration: +21 Changes resistances penetration: +35% acid / +23% nature Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.voratun battleaxe of amnesia (169% power, 4 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 169% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) Massive two-handed battleaxes. |
Deepswedge (115% power, 6 apr)Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 115% Range: 1.3x Uses stats: 50% Str, 50% Mag, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Armour penetration: +3 Damage when hit (Melee): 8 darkness Changes stats: +2 Str / +6 Wil / +8 Con Changes resistances penetration: +5% physical Only die when reaching: -40.00 life Maximum life: +33.00 Sharp, short and deadly. |
Spellblaze Shard (120% power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 121% Range: 1.3x Uses stats: 50% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Swordbreaker (129% power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 129% Range: 1.3x Uses stats: 50% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+2 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+5 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Umbral Razor (129% power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 129% Range: 1.3x Uses stats: 50% Dex, 65% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 11 power out of 20/20) : Effective talent level: 3.0 Power cost: 11 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 222.12 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
This item will automatically be transmogrified when you leave the level.flaming voratun dagger of evisceration (146% power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stats: 50% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Wound the target dealing 370 physical damage across 5 turns and reducing healing by 50% Damage (radius 1) on hit: +17 fire When wielded/worn: Physical crit. chance: +15.0% Physical power: +15 (+3 eff.) Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.voratun greatmaul of projection (181% power, 4 apr) Requires: - Strength 48 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 181% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.elemental voratun longsword (153% power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 154% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 120 lightning damage (1/turn) When wielded/worn: Changes resistances penetration: +30% lightning Changes damage: +17% lightning Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.arcing voratun mace of corruption (157% power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 157% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Curse of Death (20% chance level 5). On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 120 damage Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.caustic voratun mace of evisceration (157% power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 157% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Wound the target dealing 370 physical damage across 5 turns and reducing healing by 50% Damage (radius 2) on crit: +37 acid / +43 nature When wielded/worn: Armour penetration: +15 Physical crit. chance: +13.0% Physical power: +12 (+2 eff.) Changes resistances penetration: +21% acid / +20% nature Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.nature's living mindstar of disruption (113% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 113% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +30% Unnatural When wielded/worn: Changes resistances: +9% blight Changes damage: +10% nature Talent granted: +1 Attune Mindstar Disease immunity: +25% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Airstinger the drakeskin leather slingRequires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Travel speed: +200% When wielded/worn: Changes stats: +8 Str / +8 Dex / +13 Wil / +3 Cun / +12 Con Changes resistances: +6% lightning Maximum life: +41.00 Light radius: +3 Combat speed: +10% Slings are used to hurl stones or metal shots at your foes. |
Bethemira the PrismumbraRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 4 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Attack speed: 100% Firing range: +9 Travel speed: +100% Damage (Ranged): +17 acid / +25 cold When wielded/worn: Armour penetration: +1 Armour: +6 Ammo reloads per turn: +3 Changes damage: +14% acid / +29% cold / +3% light Slings are used to hurl stones or metal shots at your foes. |
CurewakerRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 5). On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) Travel speed: +200% Damage (radius 1) on hit: +12 nature When wielded/worn: Physical power: +15 (+3 eff.) Effects on ranged hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Str / +6 Dex / +7 Mag / +7 Cun Changes resistances: +21% nature Changes resistances penetration: +10% fire Changes damage: +15% arcane Spellpower: +15 (+4 eff.) Combat speed: +10% Slings are used to hurl stones or metal shots at your foes. |
Awakened Staff of Absorption (172% power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 180% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+11 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 110 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." |
Sceptre of the Archlich (150% power, 12 apr, darkness element)Requires: - Magic 50 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. It is part of a set of items. It desires to be surrounded by undeath. Power: 150% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes damage: +35% darkness Talent masteries: +0.20 Spell / Animus +0.20 Spell / Master of flesh +0.20 Spell / Master necromancer +0.20 Spell / Master of bones Spellpower: +40 (+9 eff.) Spell crit. chance: +15% This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
This item will automatically be transmogrified when you leave the level.blighted dragonbone vilestaff of protection (136% power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% fire Changes damage: +30% fire Talent granted: +1 Command Staff Vim when firing critical spell: +6.00 Maximum vim: +36.00 Spellpower: +27 (+7 eff.) Spell crit. chance: +15% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.balanced voratun waraxe of massacre (166% power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 167% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+4 eff.) Defense: +15 (+2 eff.) Disarm immunity: +50% One-handed war axes. |
Ce'NethaCrafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Physical power: +10 (+2 eff.) Changes stats: +5 Dex / +5 Wil / +10 Cun Changes resistances: +9% darkness / +2% physical Damage against: +24% Summoned Reduced damage from: +27% Summoned Spell save: +8 (+2 eff.) Maximum stamina: +20.00 Mental crit. chance: +6% Size category: +1 A belt that goes around your waist. |
CharwakePowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Defense: +10 (+2 eff.) Fatigue: -10% Changes stats: +21 Mag / +26 Wil Changes resistances: +6% fire Maximum encumbrance: +60 Spell save: +15 (+5 eff.) Poison immunity: +20% Only die when reaching: -40.00 life Maximum mana: +60.00 Spell crit. chance: +11% Damage Shield penetration: +35% Size category: +1 A belt that goes around your waist. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Neira's MemoryPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 412, based on Magic) for 10 turns Activation costs 11 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
drakeskin leather belt 'Zeruregohek'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Fatigue: -8% Changes stats: +10 Mag / +13 Wil Changes resistances: +9% nature / +12% acid Critical mult.: +7.00% Maximum encumbrance: +39 Only die when reaching: -40.00 life Spell crit. chance: +9% A belt that goes around your waist. |
thick cashmere cloak of backstabbing (2 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +7 Armour: +6 Defense: +2 (+0 eff.) Changes resistances: +18% cold Critical mult.: +16.00% Stealth bonus: +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Mayerith the Scorpionwrither (0 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to slow global speed by 63% Damage when hit (Melee): 11 nature Changes stats: +7 Mag Changes resistances: +20% blight / +3% cold / +12% darkness / +15% all Changes resistances penetration: +11% temporal / +15% physical Changes damage: +30% temporal / +30% physical Mental save: +28 (+8 eff.) Life regen: +5.80 Maximum life: +100.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +4% Healing mod.: +26% Reduces paradox anomalies(equivalent to willpower): +16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Gloomstake' (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +7 Mag Changes resistances: +11% lightning / +21% darkness / +10% cold / +10% blight / +11% fire / +10% light / +15% all Changes resistances penetration: +9% temporal / +9% physical Changes damage: +15% darkness / +30% temporal / +9% arcane / +28% physical Physical save: +17 (+5 eff.) Spell save: +46 (+14 eff.) Mental save: +16 (+5 eff.) Spellpower: +5 (+2 eff.) Spell crit. chance: +5% Reduces paradox anomalies(equivalent to willpower): +15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.elven-silk robe of Linaniil (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +15% all Mana each turn: +0.40 Maximum mana: +96.00 Spellpower: +30 (+7 eff.) Spell crit. chance: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.focusing elven-silk robe of alchemy (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +8 Mag / +7 Wil Changes resistances: +17% acid / +19% physical / +17% fire / +20% cold / +15% all Changes damage: +18% acid / +25% physical / +21% fire / +25% cold Talent cooldown: Refit Golem (-6 turns) Mana each turn: +0.30 Psi each turn: +0.40 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning) Activation costs 28 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Shoes of Moving Slowly (0 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+2 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Turidas the pair of dwarven-steel boots (0 def, 10 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical power: +15 (+3 eff.) Armour: +10 Fatigue: -3% Changes stats: +2 Con Changes resistances: +10% acid / +8% fire / +7% lightning / +5% cold Maximum encumbrance: +35 Physical save: +11 (+3 eff.) Only die when reaching: -80.00 life Spellpower: +5 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.fleetfooted pair of voratun boots of tirelessness (19 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +19 (+3 eff.) Fatigue: +4% Changes stats: +9 Dex Stamina each turn: +1.30 Maximum stamina: +38.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.grounding pair of drakeskin leather boots of disengagement (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +4 Cun / +4 Dex Changes resistances: +15% lightning / +15% temporal It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 1.3 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 106% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
undeterred pair of drakeskin leather boots of phasing (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +3 Mag / +3 Wil Silence immunity: +35% Confusion immunity: +38% Stun/Freeze immunity: +33% It can be used to blink to a nearby random location (rad 11) Activation puts all charms on cooldown for 14 turns. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.wanderer's pair of voratun boots (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +5 Cun / +6 Con Physical save: +24 (+7 eff.) Mental save: +24 (+7 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Malytorin (10 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +1.0% Physical power: +37 (+6 eff.) Armour: +3 Defense: +10 (+2 eff.) Fatigue: +5% Damage (Melee): 13 fire Changes stats: +8 Str Changes resistances: +8% fire Changes damage: +6% mind / +8% fire Physical save: +12 (+4 eff.) Maximum stamina: +30.00 When used to modify unarmed attacks: Power: 152% Range: 1.4x Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Fire Breath (10% chance level 5). Damage (radius 2) on crit: +13 fire Metal gloves protecting the hands up to the middle of the lower arm. |
stone warden's drakeskin leather gloves of the iron hand (0 def, 18 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +18 Armour Hardiness: +9% Changes stats: +4 Str / +5 Wil / +14 Con Changes resistances: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +49% When used to modify unarmed attacks: Power: 132% Range: 1.1x Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Stone Touch (5% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Blindstreak the drakeskin leather cap (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Physical power: +11 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +6 Str / +6 Wil / +16 Lck Changes resistances: +12% physical / +6% darkness / +5% arcane / +13% fire / +6% nature / +14% cold Physical save: +11 (+3 eff.) Spell save: +3 (+1 eff.) Mental save: +9 (+3 eff.) Confusion immunity: +10% Spell crit. chance: +6% Mental crit. chance: +7% A cap made of leather. |
Quasit's Skull (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+4 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
This item will automatically be transmogrified when you leave the level.aegis elven-silk wizard hat of darkness (+30%) (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes resistances: +30% darkness Changes damage: +20% darkness Life regen: +6.00 Damage Shield Power: +15% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.catburglar's drakeskin leather cap (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Dex Changes resistances: +25% darkness Infravision radius: +8 A cap made of leather. |
This item will automatically be transmogrified when you leave the level.elven-silk wizard hat of arcana (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +7 Mag / +7 Wil Spellpower: +6 (+2 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.miner's voratun helm of knowledge (0 def, 11 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Fatigue: +5% Changes stats: +5 Cun / +5 Wil Mindpower: +6 (+1 eff.) Infravision radius: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Molten Skin (15 def, 12 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+2 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Celestial / Sunlight +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+4 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 7 power out of 16/16) : Effective talent level: 4.0 Power cost: 7 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 219.86 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
This item will automatically be transmogrified when you leave the level.rejuvenating drakeskin leather armour of the void (20 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+3 eff.) Fatigue: +8% Damage (Melee): 10 darkness Damage (Ranged): 10 darkness Changes resistances: +30% darkness / +30% temporal Life regen: +7.00 Stamina each turn: +2.40 Defense after a teleport: +30 Resist all after a teleport: +30% New effects duration reduction after a teleport: +30% It can be used to blink to a nearby random location (rad 14) Activation puts all charms on cooldown for 14 turns. A suit of armour made of leather. |
troll-hide hardened leather armour of the deep (9 def, 9 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +9 Defense: +9 (+1 eff.) Fatigue: +8% Changes resistances: +8% acid / +6% cold Allows you to breathe in: water Life regen: +6.80 Maximum life: +36.00 Healing mod.: +12% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.searing voratun plate armour of temporal resistance (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Damage (Melee): 23 acid / 21 fire Damage when hit (Melee): 16 acid / 16 fire Changes resistances: +28% acid / +28% fire / +28% temporal A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.voratun plate armour of the dragon (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes resistances: +12% acid / +15% physical / +13% cold / +15% lightning / +14% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +37% Stun/Freeze immunity: +35% Knockback immunity: +35% A suit of armour made of metal plates. |
Lightblack the voratun shield (0 def, 33 armour, 175% power, 433.5 block)Requires: - Shield usage training - Cunning 48 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 175% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +8.0% Block value: +434 On weapon hit: * 30% chance to reduce armor by 43% Damage (Melee): +20 nature When wielded/worn: Armour penetration: +4 Armour: +33 Fatigue: +8% Effects on melee hit: * 24% chance to reduce armor by 43% Damage (Melee): 10 acid Damage when hit (Melee): 19 acid Changes stats: +7 Con Changes resistances: +19% nature / +15% blight Changes damage: +15% light Talent granted: +1 Block Physical save: +15 (+5 eff.) Maximum life: +120.00 Handheld deflection devices. |
Temporal Rift (8 def, 4 armour, 161% power, 325 block)Requires: - Shield usage training - Cunning 40 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 162% Range: 1.2x Uses stats: 70% Mag, 100% Str Damage type: Temporal Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +325 When this weapon hits: Turn Back the Clock (25% chance level 3). When wielded/worn: Armour: +4 Defense: +8 (+1 eff.) Ranged Defense: +10 (+1 eff.) Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +1 Block Spell save: +20 (+6 eff.) Spellpower: +12 (+3 eff.) Slows Projectiles: +50% Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
Titanic (20 def, 18 armour, 159% power, 320 block)Requires: - Shield usage training - Cunning 37 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Power: 160% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+3 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +30% Talent granted: +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
This item will automatically be transmogrified when you leave the level.living voratun shield of the stars (0 def, 10 armour, 179% power, 213 block) Requires: - Shield usage training - Cunning 48 Powered by arcane forces Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 180% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +213 Damage (Melee): +20 light / +20 darkness / +20 nature When wielded/worn: Armour: +10 Fatigue: +8% Changes stats: +11 Cun / +11 Mag Changes resistances: +19% blight / +17% light / +20% darkness / +20% nature Changes damage: +19% light / +20% darkness Talent granted: +1 Block Maximum life: +95.00 Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.quiver of dragonbone arrows of amnesia (22/22, 162% power, 18 apr) Requires: - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 163% Range: 1.4x Uses stats: 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +3.0% Capacity: 22 On weapon hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) Arrows are used with bows to pierce your foes to death. |
agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1295 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
This item will automatically be transmogrified when you leave the level.crystalomancer's voratun pickaxe (dig speed 23 turns) Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +6 Mag Maximum mana: +60.00 Spell crit. chance: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 44 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eilinamira the dwarven lanternInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Defense: +13 (+2 eff.) Effects on melee hit: * 24% chance to reduce strength, dexterity, and constitution by 33 Changes stats: +12 Wil Changes resistances: +6% nature / +12% fire Changes resistances penetration: +15% all Changes damage: +13% mind / +12% blight Critical mult.: +19.00% Physical save: +20 (+6 eff.) Spell save: +18 (+6 eff.) Mental save: +20 (+6 eff.) Confusion immunity: +10% Light radius: +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Turyhor the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Damage when hit (Melee): 4 physical Changes stats: +2 Con Stamina each turn: +3.00 Only die when reaching: -40.00 life Maximum life: +45.00 Mindpower: +25 (+6 eff.) Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
This item will automatically be transmogrified when you leave the level.dwarven lantern of the sun Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +15% darkness Changes damage: +14% light Damage affinity(heal): +5% light Light radius: +8 It can be used to activate talent Sun Flare, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 258.10 light damage. At talent level 3 you gain 36% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
This item will automatically be transmogrified when you leave the level.Bladed Rift Powered 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 (+3 eff.) Mindpower: +10 (+2 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 9 power out of 25/25) : Effective talent level: 5.0 Power cost: 9 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 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. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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 Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
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 Activation costs 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)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 Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
77 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3)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 Activation costs 111 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 917.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 14 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
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) Activation costs 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. |
Getikor the pouch of stralite shots (18/18, 167% power, 5 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Power: 168% Range: 1.2x Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +14.5% Capacity: 18 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 238 physical damage * 20% chance to create vines that bind the target to the ground dealing 238 nature damage and pinning them for 3 turns On weapon crit: * Wound the target dealing 370 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +12 mind / +20 physical Damage (radius 1) on hit: +8 mind / +20 arcane Damage (radius 2) on crit: +16 arcane Shots are used with slings to pummel your foes to death. |
Star Shot (14/20, 139% power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Power: 139% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Fire Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 20 On weapon hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
pouch of voratun shots 'Airbliss' (15/20, 177% power, 6 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 177% Range: 1.2x Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +22.0% Capacity: 20 On weapon hit: * 21 arcane resource burn * 20% chance to knock the target back 3 spaces and deal 238 physical damage On weapon crit: * Wound the target dealing 370 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +54 lightning / +22 physical Damage (radius 1) on hit: +21 lightning Damage (radius 2) on crit: +15 lightning Shots are used with slings to pummel your foes to death. |
stralite torque of gale force 'Aeryra' [power 370] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Defense: +30 (+5 eff.) Changes stats: +3 Dex Changes damage: +9% temporal Critical mult.: +20.00% Reduces incoming crit damage: 15.00% Physical save: +18 (+6 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 614 physical damage Activation puts all charms on cooldown for 9 turns. Torques are made by powerful psionics to store psionic powers. |
Glinttyphoon the elm totem of thorny skin [power 17] (11 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +4 Dex / +5 Mag Changes resistances penetration: +10% light Light radius: +2 Infravision radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30% Activation puts all charms on cooldown for 11 turns. When used: * Heal for 35. Natural totems are made by powerful wilders to store nature power. |
Adynor the ash wand of shielding [power 176] (11 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 43% Changes damage: +6% arcane Spellpower: +15 (+4 eff.) Spell crit. chance: +1% It can be used to create a shield absorbing up to 176 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 11 turns. When used: * Increase the duration of 2 beneficial effects by 1. * Reduce fatigue by 24% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Gloriba the dragonbone wand of conjuration [power 415] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 33 Damage when hit (Melee): 2 mind Changes resistances: +6% mind Changes damage: +24% arcane Vim when firing critical spell: +2.37 Maximum vim: +20.00 It can be used to fire a magical bolt dealing 573 fire damage Activation puts all charms on cooldown for 9 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. * Gain a 33% chance to evade weapon attacks for 2 turns. * Increase the duration of 3 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Hadur the ash wand of conjuration [power 160] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +3 Dex Changes resistances penetration: +15% physical Maximum stamina: +10.00 It can be used to fire a magical bolt dealing 195 acid damage Activation puts all charms on cooldown for 9 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Ulodugorab [power 254] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Mental save: +9 (+3 eff.) Psi when hit: +0.08 Maximum psi: +40.00 Mental crit. chance: +2% It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 66 lightning damage and will be dazed for 1 turn (332 total damage) Activation puts all charms on cooldown for 9 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
2 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A View From The Gallery (Insane (Adventure) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Unga_Bunga Rock Thrower the Halfling Skirmisher level 39
64th Regrowth 123rd year of Ascendancy at 20:55 see stats
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Unga_Bunga Rock Thrower the Halfling Skirmisher level 35
52nd Regrowth 123rd year of Ascendancy at 15:21 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Unga_Bunga Rock Thrower the Halfling Skirmisher level 50
65th Dusk 123rd year of Ascendancy at 20:38 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Unga_Bunga Rock Thrower the Halfling Skirmisher level 35
43rd Regrowth 123rd year of Ascendancy at 08:24 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Unga_Bunga Rock Thrower the Halfling Skirmisher level 41
74th Regrowth 123rd year of Ascendancy at 22:27 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Unga_Bunga Rock Thrower the Halfling Skirmisher level 46
30th Dusk 123rd year of Ascendancy at 15:05 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Unga_Bunga Rock Thrower the Halfling Skirmisher level 39
63rd Regrowth 123rd year of Ascendancy at 20:49 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Unga_Bunga Rock Thrower the Halfling Skirmisher level 23
29th Haze 122nd year of Ascendancy at 10:42 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Unga_Bunga Rock Thrower the Halfling Skirmisher level 10
6th Dusk 122nd year of Ascendancy at 14:23 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Unga_Bunga Rock Thrower the Halfling Skirmisher level 37
58th Regrowth 123rd year of Ascendancy at 22:47 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Unga_Bunga Rock Thrower the Halfling Skirmisher level 32
36th Regrowth 123rd year of Ascendancy at 07:08 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Unga_Bunga Rock Thrower the Halfling Skirmisher level 26
37th Haze 122nd year of Ascendancy at 08:17 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Unga_Bunga Rock Thrower the Halfling Skirmisher level 50
2nd Decay 123rd year of Ascendancy at 15:33 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Unga_Bunga Rock Thrower the Halfling Skirmisher level 22
15th Haze 122nd year of Ascendancy at 21:08 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Unga_Bunga Rock Thrower the Halfling Skirmisher level 23
30th Haze 122nd year of Ascendancy at 00:55 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Unga_Bunga Rock Thrower the Halfling Skirmisher level 50
78th Haze 123rd year of Ascendancy at 01:23 see stats
Gem of the Moon (Insane (Adventure) difficulty)
Completed the Master Jeweler quest with Limmir.By Unga_Bunga Rock Thrower the Halfling Skirmisher level 50
19th Haze 123rd year of Ascendancy at 12:03 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Unga_Bunga Rock Thrower the Halfling Skirmisher level 28
7th Regrowth 123rd year of Ascendancy at 22:02 see stats
Invasion from the Depths (Insane (Adventure) difficulty)
Stopped a naga invasion by closing their portal.By Unga_Bunga Rock Thrower the Halfling Skirmisher level 50
23rd Haze 123rd year of Ascendancy at 01:42 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Unga_Bunga Rock Thrower the Halfling Skirmisher level 10
2nd Flare 122nd year of Ascendancy at 09:29 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Unga_Bunga Rock Thrower the Halfling Skirmisher level 20
70th Dusk 122nd year of Ascendancy at 01:04 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Unga_Bunga Rock Thrower the Halfling Skirmisher level 30
29th Regrowth 123rd year of Ascendancy at 00:16 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Unga_Bunga Rock Thrower the Halfling Skirmisher level 40
71st Regrowth 123rd year of Ascendancy at 12:31 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Unga_Bunga Rock Thrower the Halfling Skirmisher level 50
51st Dusk 123rd year of Ascendancy at 18:37 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Unga_Bunga Rock Thrower the Halfling Skirmisher level 50
50th Haze 123rd year of Ascendancy at 13:48 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Unga_Bunga Rock Thrower the Halfling Skirmisher level 50
60th Dusk 123rd year of Ascendancy at 16:29 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Unga_Bunga Rock Thrower the Halfling Skirmisher level 27
70th Haze 122nd year of Ascendancy at 13:19 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Unga_Bunga Rock Thrower the Halfling Skirmisher level 29
27th Regrowth 123rd year of Ascendancy at 16:06 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Unga_Bunga Rock Thrower the Halfling Skirmisher level 29
27th Regrowth 123rd year of Ascendancy at 16:06 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Unga_Bunga Rock Thrower the Halfling Skirmisher level 38
59th Regrowth 123rd year of Ascendancy at 06:09 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Unga_Bunga Rock Thrower the Halfling Skirmisher level 50
2nd Decay 123rd year of Ascendancy at 15:32 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Unga_Bunga Rock Thrower the Halfling Skirmisher level 39
65th Regrowth 123rd year of Ascendancy at 13:38 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Unga_Bunga Rock Thrower the Halfling Skirmisher level 8
7th Mirth 122nd year of Ascendancy at 02:36 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Unga_Bunga Rock Thrower the Halfling Skirmisher level 50
50th Haze 123rd year of Ascendancy at 14:06 see stats
The Rat Lich (Insane (Adventure) difficulty)
Killed the terrible Rat Lich.By Unga_Bunga Rock Thrower the Halfling Skirmisher level 26
38th Haze 122nd year of Ascendancy at 04:44 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Unga_Bunga Rock Thrower the Halfling Skirmisher level 42
80th Regrowth 123rd year of Ascendancy at 14:03 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Unga_Bunga Rock Thrower the Halfling Skirmisher level 14
38th Dusk 122nd year of Ascendancy at 23:57 see stats
The sky is falling! (Insane (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Unga_Bunga Rock Thrower the Halfling Skirmisher level 50
60th Dusk 123rd year of Ascendancy at 08:13 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Unga_Bunga Rock Thrower the Halfling Skirmisher level 43
25th Pyre 123rd year of Ascendancy at 05:43 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Unga_Bunga Rock Thrower the Halfling Skirmisher level 23
31st Haze 122nd year of Ascendancy at 06:43 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Unga_Bunga Rock Thrower the Halfling Skirmisher level 18
68th Dusk 122nd year of Ascendancy at 17:31 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Unga_Bunga Rock Thrower the Halfling Skirmisher level 34
42nd Regrowth 123rd year of Ascendancy at 04:23 see stats
You were not supposed to see that! (Insane (Adventure) difficulty)
Read a Forbidden Tome.By Unga_Bunga Rock Thrower the Halfling Skirmisher level 39
64th Regrowth 123rd year of Ascendancy at 20:59 see stats
Log
Ran for 2 turns (stop reason: interesting terrain).
Talent Track is ready to use.
Unga_Bunga Rock Thrower uses Track.
Unga_Bunga Rock Thrower picks up (W.): nature's living mindstar of disruption (113% power, 40 apr, mind damage).
Ran for 2 turns (stop reason: interesting terrain).
Ran for 2 turns (stop reason: interesting terrain).
Ran for 2 turns (stop reason: interesting terrain).
Talent Track is ready to use.
Unga_Bunga Rock Thrower uses Track.
Ran for 7 turns (stop reason: interesting terrain).
Talent Track is ready to use.
Unga_Bunga Rock Thrower uses Track.
Resting starts...
Unga_Bunga Rock Thrower retunes the fabric of spacetime.
Rested for 3 turns (stop reason: all resources and life at maximum).
Talent Track is ready to use.
Unga_Bunga Rock Thrower uses Track.
You pickup 0.75 gold pieces.






















































































































































