












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official 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 | Cornac |
| Class | Rogue |
| Level / Exp | 50 / 3459% |
| Size | medium |
| Lifes / Deaths | Killed by Aneseim the wretchling at level 50 on the 17th Haze 124th year of Ascendancy at 17:16 6 / 1 |
Primary Stats
| Strength | 34 (base 12) |
| Dexterity | 125 (base 60) |
| Constitution | 87 (base 54) |
| Magic | 19 (base 8) |
| Willpower | 49 (base 44) |
| Cunning | 115 (base 60) |
Resources
| Life | 1761/1761 |
| Stamina | 304/304 |
| Equilibrium | 30 |
| Healing Factor | 1.9998704628102 |
| Regeneration | 100.49349075621 |
Speed
| Mental | +35% |
| Attack | +15% |
| Movement | 0% |
| Spell | +15% |
| Global | +110% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 7 |
| See Stealth | 84.559710733045 |
| See Invisible | 84.559710733045 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 180 |
| Accuracy | 90 |
| Crit Chance | 107% |
| APR | 108 |
| Speed | 0.74 |
Offense: Offhand
| Damage | 150 |
| Accuracy | 90 |
| Crit Chance | 107% |
| APR | 108 |
| Speed | 0.74 |
Offense: Spell
| Spellpower | 19 |
| Crit Chance | 45% |
| Speed | 0.8695652173913 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 47% |
| Speed | 0.8695652173913 |
Offense: Damage Bonus
| Acid | +16% |
| Lightning | +19% |
| Mind | +10% |
| Physical | +14% |
| Fire | +13% |
| All | +7% |
Offense: Damage Penetration
| Lightning | +5% |
| Acid | +10% |
| Temporal | +15% |
| Blight | +20% |
| Physical | +25% |
| Fire | +45% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 66 (76.783252930742%) |
| Defense | 99 |
| Ranged Defense | 102 |
| Fatigue | 0 |
| Physical Save | 63 |
| Spell Save | 62 |
| Mental Save | 76 |
Defense: Resistances
| Acid | + 45%( 70%) |
| Blight | + 45%( 70%) |
| Physical | + 28%( 70%) |
| Cold | + 61%( 70%) |
| All | + 20%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 27%( 70%) |
| Temporal | + 46%( 70%) |
| Mind | + 37%( 70%) |
| Darkness | + 22%( 70%) |
| Fire | + 51%( 70%) |
| Nature | + 42%( 70%) |
Defense: Immunities
| Pinning Resistance | 41% |
| Disarm Resistance | 41% |
| Confusion Resistance | 100% |
| Silence Resistance | 33% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 46% |
Inscriptions (5/5)
| Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -981 life. The duration and life will increase by 1% for every 1% life you have lost (currently 981 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 10 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport up to 10 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 35%, your defense is increased by 35 and all your resistances by 35%. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 926% 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. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse 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 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 189 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. |
| Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Cunning / Stealth | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 1/5 |
| Technique / Duelist | 1.60 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Trapping | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Throwing knives | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Dual techniques | 1.60 |
| 3/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Assassination | 1.60 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cunning / Poisons | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 4/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.60 |
| 4/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Mobility | 1.60 |
| 4/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 1/5 |
| Cunning / Lethality | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Quickdraw |
| talent | Apply Poison |
| talent | Trained Reactions |
| talent | Elemental Harmony |
| talent | Chant of Fortitude |
| talent | Leeching Poison |
| talent | Crippling Poison |
| beneficial effect | Has 8 throwing knives prepared: 8 KnivesRange: 6 Net Damage: 169 - 237 Accuracy: 107 (knife) APR: 108 Crit Chance: +114% Crit mult: 275% Uses Stats: 50% Cun, 70% Dex |
| beneficial effect | Parrying melee and ranged attacks: Has a 87% chance to deflect up to 37 damage from the next 3.1 attack(s). Parried attacks cannot crit. Parrying |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 kept the Orb of Many Ways despite Tannen's request to study it. You must now 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 failed to protect the injured seer from death by skeleton magus. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by Velarera the wolf. Escort: lost defiler (level 1 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Glodawen the netherworm mass. Escort: lost sun paladin (level 8 of Dreadfell) | failed |
You failed to protect the temporal explorer from death by Xerenne the orc assassin. Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the temporal explorer from death by Scythe. Escort: temporal explorer (level 7 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 3533. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. Agrimley the hermit has completed an elixir of serendipity 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. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within10 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Aderena the Boltnail (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +11 Physical crit. chance: +6.0% Physical power: +5 (+2 eff.) Armour: +5 Effects on melee hit: * 20% chance to slow global speed by 56% * 10 arcane resource burn Changes stats: +15 Lck / +7 Dex Changes resistances: +6% light / +9% fire / +3% darkness / +6% nature Changes damage: +3% lightning Stealth bonus: +12 Silence immunity: +33% Confusion immunity: +47% Stun/Freeze immunity: +50% A pair of boots made of leather. |
| Quiver | quiver of dragonbone arrows 'Porobeth' (22/22, 185% power, 18 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 186% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +18.0% Capacity: 22 On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) On weapon crit: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +50 cold Damage (radius 1) on hit: +20 blight / +4 temporal / +8 arcane Damage (radius 2) on crit: +4 blight / +23 cold Arrows are used with bows to pierce your foes to death. |
| Light source | LayikiraInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +11 (+2 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 11 Changes stats: +9 Con Changes resistances: +25% blight Physical save: +16 (+4 eff.) Spell save: +18 (+4 eff.) Mental save: +15 (+3 eff.) Life regen: +18.00 Equilibrium when hit: +0.20 Mental crit. chance: +2% Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Broduleduhir (10 def, 11 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +6 Armour: +11 Defense: +10 (+2 eff.) Fatigue: +5% Changes stats: +8 Str / +9 Dex / +9 Cun / +6 Con Changes resistances: +13% nature / +22% mind Physical save: +6 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +30 (+6 eff.) Confusion immunity: +48% Maximum life: +110.00 Healing mod.: +17% A cap made of leather. |
| On hands | stone warden's drakeskin leather gloves of archery (0 def, 20 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +10 Armour: +20 Armour Hardiness: +11% Changes stats: +6 Dex / +7 Cun / +10 Con Changes resistances: +10% physical When used to modify unarmed attacks: Power: 132% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +9 Armour Penetration: +13 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Stone Touch (5% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). It can be used to activate talent Steady Shot, placing all other charms into a 17 cooldown : Effective talent level: 5.9 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 187% damage with a 31% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Defense: +12 (+2 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 15 power out of 35/35) : Effective talent level: 4.5 Power cost: 15 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 34 for 7 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
| On fingers | Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+4 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
| On fingers | Galewilter the voratun ringPowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 2 acid Changes resistances: +32% acid / +27% fire / +23% cold / +40% lightning Changes resistances penetration: +5% lightning / +15% temporal Changes damage: +9% lightning Life regen: +32.00 Maximum life: +187.00 Healing mod.: +38% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings make your fingers look great! |
| Around neck | Windbolt the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+3 eff.) Damage when hit (Melee): 2 nature Changes resistances: +27% temporal / +3% light / +6% blight / +3% fire / +9% nature Changes damage: +7% physical Physical save: +25 (+6 eff.) Spell save: +40 (+10 eff.) Mental save: +20 (+4 eff.) Pinning immunity: +41% Knockback immunity: +46% Combat speed: +10% Amulets make your neck look great! |
| In main hand | Hettihor the Furnacemight (162% power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 163% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to reduce armor by 21% Damage (Melee): +4 acid / +4 arcane When wielded/worn: Accuracy: +24 (+5 eff.) Armour penetration: +13 Physical crit. chance: +12.0% Damage when hit (Melee): 6 arcane Changes stats: +6 Dex Changes resistances penetration: +10% acid / +20% fire Changes damage: +9% acid / +6% fire Critical mult.: +27.00% Combat speed: +10% Sharp, short and deadly. |
| Around waist | Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+4 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 25 power out of 30/30) : Effective talent level: 8.8 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 42% chance to evade melee and ranged attacks and 99 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In off hand | voratun dagger 'Deepsspitter' (150% power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 150% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery 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 218 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +8 darkness Damage (radius 2) on crit: +65 fire When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +4 Physical crit. chance: +15.0% Physical power: +10 (+4 eff.) Defense: +21 (+3 eff.) Changes resistances penetration: +25% fire / +25% physical Critical mult.: +5.00% Disarm immunity: +41% Stamina each turn: +3.00 Global speed: +10% Sharp, short and deadly. |
| Cloak | elven-silk cloak 'Kheluregontir' (23 def, 22 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +14 Armour: +22 Defense: +23 (+4 eff.) Changes stats: +3 Dex Changes resistances: +28% cold Changes resistances penetration: +20% blight Critical mult.: +26.00% Stealth bonus: +15 Physical save: +27 (+7 eff.) Spell save: +21 (+5 eff.) Mental save: +21 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Cloak of Deception. |
| Main armor | drakeskin leather armour 'Poruth' (20 def, 8 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +3 Physical crit. chance: +6.0% Physical power: +9 (+3 eff.) Armour: +8 Defense: +20 (+3 eff.) Fatigue: +8% Effects on melee hit: * 10% chance to reduce all saves and defense by 29 Changes resistances: +30% lightning / +1% physical / +6% temporal Changes damage: +3% mind Critical mult.: +30.00% Stamina each turn: +1.00 Maximum stamina: +10.00 Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
Inventory
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! |
Dairidig the UmbrasageInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Changes stats: +9 Dex / +5 Wil / +10 Cun / +7 Con Changes resistances: +6% acid / +18% light / +6% cold / +12% nature / +23% darkness Changes resistances penetration: +10% darkness / +10% lightning Mental save: +14 (+3 eff.) Blindness immunity: +50% Confusion immunity: +23% Life regen: +4.00 Stamina each turn: +1.40 Mindpower: +13 (+5 eff.) Movement speed: +10% Amulets make your neck look great! |
DelorinInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +12 (+2 eff.) Changes resistances: +5% arcane / +9% mind / +29% darkness / +22% light Changes resistances cap: +7% all Changes resistances penetration: +5% mind Changes damage: +3% mind Physical save: +27 (+7 eff.) Blindness immunity: +82% Teleport immunity: +21% Maximum psi: +30.00 Mindpower: +10 (+4 eff.) Infravision radius: +8 Sight radius: +2 See invisible: +10 Amulets make your neck look great! |
Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+4 eff.) Mental save: +18 (+4 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 9 power out of 48/48) : Effective talent level: 7.2 Power cost: 9 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 349.65 physical damage in a radius 9 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +5 Str / +13 Dex / +5 Mag / +5 Wil / +13 Cun / +5 Con Changes resistances: +30% mind Changes damage: +20% lightning Damage affinity(heal): +20% lightning Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Movement speed: +15% Chance to avoid any damage: +8% Amulets make your neck look great! |
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 50 power out of 60/60) : Effective talent level: 3.5 Power cost: 50 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 20 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 7 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. |
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 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Anuran the GlimmershaperInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +5 Cun Changes resistances: +36% cold Changes resistances penetration: +26% mind Changes damage: +18% cold / +9% arcane / +18% light Critical mult.: +10.00% Psi when hit: +0.32 Hate when firing a critical mind attack: +5.00 Rings make your fingers look great! |
CharfoeCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Physical power: +13 (+5 eff.) Damage when hit (Melee): 6 arcane / 12 mind Changes stats: +10 Str / +9 Dex / +10 Wil / +10 Cun / +9 Con Changes resistances: +6% fire Changes resistances penetration: +10% arcane Changes damage: +6% mind Mental save: +26 (+6 eff.) Psi when hit: +0.08 Mindpower: +10 (+4 eff.) Mental crit. chance: +2% Rings make your fingers look great! |
DrizilarathInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +18 (+3 eff.) Physical power: +20 (+6 eff.) Defense: +5 (+1 eff.) Effects on melee hit: * 21% chance to slow global speed by 56% Changes stats: +9 Dex / +1 Wil / +7 Con Changes resistances: +3% light Changes damage: +8% all Physical save: +14 (+3 eff.) Disease immunity: +21% Only die when reaching: -20.00 life Spellpower: +15 (+8 eff.) Mindpower: +31 (+11 eff.) Rings make your fingers look great! |
Falothel 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: Armour penetration: +4 Physical crit. chance: +3.0% Physical power: +10 (+4 eff.) Changes stats: +5 Con / +8 Mag Changes resistances: +4% physical Changes resistances penetration: +10% physical Spell save: +34 (+8 eff.) Mental save: +15 (+3 eff.) Confusion immunity: +50% Maximum stamina: +34.00 Rings make your fingers look great! |
Kydusta the GlareboneInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +30% acid Changes damage: +15% acid / +30% light Mental save: +18 (+4 eff.) Equilibrium when hit: +0.20 Light radius: +3 Rings make your fingers look great! |
NightwakerInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 8 acid Changes stats: +1 Dex Changes resistances: +3% acid / +24% fire Changes resistances penetration: +5% darkness Changes damage: +9% darkness / +12% fire Only die when reaching: -40.00 life Rings make your fingers look great! |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Tarralelar the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Changes stats: +9 Dex / +6 Mag / +4 Wil / +8 Cun Changes resistances: +40% nature / +6% mind Changes resistances penetration: +20% mind Changes damage: +20% nature Life regen: +18.00 Vim when firing critical spell: +2.62 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +97.00 Spellpower: +10 (+5 eff.) Healing mod.: +20% Damage Shield penetration: +10% Rings make your fingers look great! |
copper ring 'Saluwen'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 56% Changes resistances: +6% lightning / +22% fire / +9% light / +12% temporal Changes damage: +11% fire Rings make your fingers look great! |
gladiator's gold ring of light (+24%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +6 Str / +6 Con Changes resistances: +24% light Changes damage: +12% light Rings make your fingers look great! |
gladiator's steel ring of darkness (+24%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+3 eff.) Changes stats: +6 Str / +6 Con Changes resistances: +24% darkness Changes damage: +12% darkness Rings make your fingers look great! |
gladiator's voratun ring of lightning (+34%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+5 eff.) Changes stats: +5 Str / +6 Con Changes resistances: +34% lightning Changes damage: +17% lightning Rings make your fingers look great! |
gladiator's voratun ring of lightning (+30%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+5 eff.) Changes stats: +7 Str / +7 Con Changes resistances: +30% lightning Changes damage: +15% lightning Rings make your fingers look great! |
gold ring 'Velabeth'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +10 Changes stats: +6 Con Changes resistances: +30% lightning Changes resistances penetration: +15% physical Changes damage: +15% lightning Critical mult.: +20.00% Maximum stamina: +30.00 Rings make your fingers look great! |
marksman's voratun ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Damage (Melee): 30 light Damage (Ranged): 22 light Changes stats: +5 Dex / +6 Mag Changes damage: +15% light Rings make your fingers look great! |
pixie's steel ring of nature (+24%)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes resistances: +24% nature Changes damage: +12% nature Spellpower: +7 (+4 eff.) Rings make your fingers look great! |
psionicist's gold ring of darkness (+24%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Wil Changes resistances: +24% darkness Changes damage: +12% darkness Mental save: +10 (+2 eff.) Rings make your fingers look great! |
savage's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +3 Con Spell save: +18 (+4 eff.) Life regen: +15.00 Maximum life: +81.00 Maximum stamina: +18.00 Healing mod.: +16% Rings make your fingers look great! |
solipsist's gold ring of wardingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +7 Wil Changes resistances: +18% acid / +22% fire / +22% lightning / +19% cold Mindpower: +8 (+3 eff.) Rings make your fingers look great! |
voratun bloodstone ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Con Spell save: +18 (+4 eff.) Stun/Freeze immunity: +60% Maximum stamina: +32.00 Rings make your fingers look great! |
voratun ring 'Brightcrypt'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Wil / +10 Con Changes resistances: +62% acid Changes damage: +19% acid / +18% light Reduces incoming crit damage: 15.80% Rings make your fingers look great! |
voratun ring 'Searschism'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -17% Effects on melee hit: * 20% chance to slow global speed by 56% Changes resistances: +3% cold / +40% fire / +3% darkness / +6% nature Changes damage: +14% fire Maximum encumbrance: +50 Spell save: +6 (+1 eff.) Rings make your fingers look great! |
Bleakkiller (164% power, 9 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 164% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +13 (+2 eff.) Changes stats: +3 Dex / +3 Wil / +1 Cun Changes damage: +15% darkness Disarm immunity: +49% Sharp, short and deadly. |
Bregyhad the voratun dagger (146% power, 9 apr)Requires: - Dexterity 48 Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 28% chance to reduce all saves and defense by 29 * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Damage (Melee): +21 mind / +20 darkness Damage against: +14% Living When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Dex / +2 Mag / +9 Wil / +8 Cun Light radius: +3 See invisible: +3 Sharp, short and deadly. |
Champion's Will (179% power, 22 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 179% Range: 1.6x Uses stats: 20% Con, 115% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +22 Crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing 20 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt Activation costs 25 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. This item has been sent to the Item's Vault. |
Awakened Staff of Absorption (172% power, 60 apr, cold 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: 130% 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 (+23 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 164 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." |
noble's rough leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +3 Wil Changes resistances: +5% blight Damage against: +16% Summoned Reduced damage from: +16% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Burnrot (3 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +4 Dex / +6 Wil / +9 Cun Changes resistances penetration: +15% fire Physical save: +13 (+3 eff.) Mental save: +10 (+2 eff.) Mana when firing critical spell: +2.00 Only die when reaching: -50.00 life Mental crit. chance: +7% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Mindpower: +6 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 9 power out of 25/25) : Effective talent level: 4.5 Power cost: 9 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 57 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Guise of the Hated (14 def, 0 armour)Requires: - Level 35 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Defense: +14 (+2 eff.) Damage (Melee): 30 mind / 30 darkness Damage when hit (Melee): 30 mind / 30 darkness Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.30 Cursed / Gloom +0.30 Cursed / Darkness Talent granted: +5 Dark Vision Stealth bonus: +12 Mental save: +10 (+2 eff.) Hate per kill: +5.00 Mindpower: +20 (+7 eff.) Mental crit. chance: +10% Talent on hit(mindpower): Creeping Darkness (10% chance level 3). Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. This item has been sent to the Item's Vault. |
Fuloruidor the drakeskin leather cap (7 def, 17 armour)Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Armour: +17 Defense: +7 (+1 eff.) Fatigue: +5% Changes stats: +3 Con Changes resistances: +6% physical / +13% blight / +13% nature / +21% mind / +6% all Physical save: +13 (+3 eff.) Mental save: +27 (+6 eff.) Confusion immunity: +46% A cap made of leather. |
Salyda (10 def, 7 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +7 Defense: +10 (+2 eff.) Fatigue: +5% Changes stats: +4 Cun / +4 Dex Changes resistances: +13% lightning / +14% temporal / +3% acid / +5% arcane / +3% fire / +9% mind / +6% cold Physical save: +18 (+4 eff.) A cap made of leather. |
Chromatic Harness (10 def, 14 armour)Requires: - Heavy armour training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+2 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% cold / +20% acid / +20% fire Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Corrosive Breath (-3 turns) Fire Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. This item has been sent to the Item's Vault. |
Blizzardmaster (29 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+4 eff.) Armour: +8 Defense: +29 (+5 eff.) Fatigue: +8% Damage when hit (Melee): 4 cold Changes stats: +10 Str / +10 Dex Changes resistances: +1% physical / +9% darkness / +3% mind Critical mult.: +20.00% Physical save: +20 (+5 eff.) Disease immunity: +23% Confusion immunity: +10% Life regen: +11.00 Only die when reaching: -80.00 life Maximum life: +120.00 Healing mod.: +20% A suit of armour made of leather. |
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. |
790 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. |
2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) 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. |
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 66 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. |
Forbidden Tome: "Of Knowledge And Horrors"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(106 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+2 eff.) Mindpower: +10 (+4 eff.) Light radius: +5 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 163.71 darkness damage (based on Mindpower and charge) Activation costs 9 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
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 Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
13 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 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. |
5 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 166 power out of 209/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
Beodil the stralite torque of psionic shield [power 113] (21 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Damage when hit (Melee): 6 acid Changes resistances: +5% arcane Changes resistances penetration: +5% arcane Changes damage: +18% acid It can be used to setup a psionic shield, reducing all damage taken by 113 for 5 turns Activation puts all charms on cooldown for 21 turns. When used: * Increase all damage penetration by 19% for 2 turns. * Gain a 25% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Lightningvortex [power 150] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 4 mind Changes resistances: +3% mind Changes resistances penetration: +5% lightning Changes damage: +6% lightning It can be used to blast the opponent's mind dealing 165 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. * Increase all damage penetration by 17% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
focusing stralite torque of clear mind [power 4] (21 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 21 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Coalglamour [power 365] (21 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +3 Dex Changes resistances: +6% cold Changes resistances penetration: +25% darkness / +25% physical Mental save: +12 (+3 eff.) Silence immunity: +10% Teleport immunity: +20% Maximum stamina: +30.00 It can be used to summon a resilient tentacle up to 5 spaces away for 11 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 935 Base Damage: 430 Armor: 40 All Resist: 40 Activation puts all charms on cooldown for 21 turns. Natural totems are made by powerful wilders to store nature power. |
Jetpeal the yew totem of stinging [power 386] (14 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 24% Damage when hit (Melee): 2 fire Changes resistances: +6% darkness Changes damage: +6% darkness It can be used to sting an enemy dealing 413 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 14 turns. When used: * Reduce 1 talent cooldowns by 2. * Gain a 23% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+3 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 9 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
dragonbone totem of healing 'Glitterkarma' [power 560] (13 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 4 light Changes resistances: +9% mind Changes resistances penetration: +20% light Changes damage: +3% light / +6% mind It can be used to heal yourself and all friendly characters within 10 spaces for 560 Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage penetration by 16% for 2 turns. * Cleanse 3 total effects of type disease, wound, or poison. * Gain a 31% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
supercharged dragonbone totem of thorny skin [power 102] (22 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to harden the skin for 7 turns increasing armour by 102 and armour hardiness by 70% Activation puts all charms on cooldown for 22 turns. Natural totems are made by powerful wilders to store nature power. |
Lelyrobers the Glarevice [power 248] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 8 light Changes resistances: +5% arcane / +6% blight Spell save: +15 (+3 eff.) Disease immunity: +20% Healing mod.: +5% It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 59 lightning damage and will be dazed for 1 turn (295 total damage) Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage by 18% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
evasive elven-wood wand of shielding [power 338] (17 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to create a shield absorbing up to 338 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. When used: * Gain a 11% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered dragonbone wand of conjuration [power 750] (17 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to fire a magical bolt dealing 802 cold damage Activation puts all charms on cooldown for 17 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of conjuration 'Brightquarry' [power 270] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes resistances: +15% acid / +30% fire / +15% cold Changes resistances penetration: +25% nature / +25% acid Changes damage: +12% fire It can be used to fire a magical bolt dealing 313 acid damage Activation puts all charms on cooldown for 13 turns. When used: * Heal for 78. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 25 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and 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. |
18 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. |
9 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
15 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. |
2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all 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 dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Scythe the Cornac Rogue level 36
72nd Pyre 123rd year of Ascendancy at 07:33 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Scythe the Cornac Rogue level 30
29th Pyre 123rd year of Ascendancy at 02:20 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Scythe the Cornac Rogue level 36
70th Pyre 123rd year of Ascendancy at 14:18 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Scythe the Cornac Rogue level 42
50th Dusk 123rd year of Ascendancy at 23:35 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Scythe the Cornac Rogue level 43
56th Dusk 123rd year of Ascendancy at 23:34 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Scythe the Cornac Rogue level 50
24th Regrowth 124th year of Ascendancy at 00:10 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Scythe the Cornac Rogue level 40
35th Dusk 123rd year of Ascendancy at 09:52 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Scythe the Cornac Rogue level 50
12nd Haze 124th year of Ascendancy at 07:03 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Scythe the Cornac Rogue level 15
5th Decay 122nd year of Ascendancy at 22:48 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Scythe the Cornac Rogue level 39
30th Dusk 123rd year of Ascendancy at 19:41 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Scythe the Cornac Rogue level 32
59th Pyre 123rd year of Ascendancy at 19:33 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Scythe the Cornac Rogue level 50
22nd Haze 124th year of Ascendancy at 15:08 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Scythe the Cornac Rogue level 25
62nd Regrowth 123rd year of Ascendancy at 11:19 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Scythe the Cornac Rogue level 30
25th Pyre 123rd year of Ascendancy at 11:32 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Scythe the Cornac Rogue level 28
12nd Pyre 123rd year of Ascendancy at 06:33 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Scythe the Cornac Rogue level 50
11st Haze 124th year of Ascendancy at 06:53 see stats
Gem of the Moon (Insane (Adventure) difficulty)
Completed the Master Jeweler quest with Limmir.By Scythe the Cornac Rogue level 50
79th Dusk 124th year of Ascendancy at 22:10 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 Scythe the Cornac Rogue level 30
29th Pyre 123rd year of Ascendancy at 01:43 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Scythe the Cornac Rogue level 45
58th Dusk 123rd year of Ascendancy at 15:40 see stats
I'm a cool hero (Insane (Adventure) difficulty)
Saved Derth without a single inhabitant dying.By Scythe the Cornac Rogue level 15
67th Haze 122nd year of Ascendancy at 00:06 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Scythe the Cornac Rogue level 10
18th Haze 122nd year of Ascendancy at 03:56 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Scythe the Cornac Rogue level 20
17th Regrowth 123rd year of Ascendancy at 16:19 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Scythe the Cornac Rogue level 30
23rd Pyre 123rd year of Ascendancy at 07:07 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Scythe the Cornac Rogue level 40
30th Dusk 123rd year of Ascendancy at 21:12 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Scythe the Cornac Rogue level 50
22nd Regrowth 124th year of Ascendancy at 14:38 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Scythe the Cornac Rogue level 50
17th Dusk 124th year of Ascendancy at 18:51 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Scythe the Cornac Rogue level 26
76th Regrowth 123rd year of Ascendancy at 12:47 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Scythe the Cornac Rogue level 50
66th Dusk 124th year of Ascendancy at 15:26 see stats
Shasshhiy'Kaish (Insane (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Scythe the Cornac Rogue level 38
26th Dusk 123rd year of Ascendancy at 21:40 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Scythe the Cornac Rogue level 50
23rd Regrowth 124th year of Ascendancy at 22:52 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Scythe the Cornac Rogue level 30
52nd Pyre 123rd year of Ascendancy at 12:20 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Scythe the Cornac Rogue level 39
30th Dusk 123rd year of Ascendancy at 21:09 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Scythe the Cornac Rogue level 50
22nd Haze 124th year of Ascendancy at 15:07 see stats
Tales of the Spellblaze (Insane (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Scythe the Cornac Rogue level 30
29th Pyre 123rd year of Ascendancy at 02:20 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Scythe the Cornac Rogue level 7
1st Mirth 122nd year of Ascendancy at 07:58 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Scythe the Cornac Rogue level 30
29th Pyre 123rd year of Ascendancy at 02:20 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Scythe the Cornac Rogue level 37
10th Flare 123rd year of Ascendancy at 17:46 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By Scythe the Cornac Rogue level 50
22nd Haze 124th year of Ascendancy at 15:08 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Scythe the Cornac Rogue level 50
51st Regrowth 124th year of Ascendancy at 17:57 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Scythe the Cornac Rogue level 7
3rd Mirth 122nd year of Ascendancy at 03:39 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Scythe the Cornac Rogue level 46
4th Haze 123rd year of Ascendancy at 12:03 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Scythe the Cornac Rogue level 24
57th Regrowth 123rd year of Ascendancy at 11:00 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Scythe the Cornac Rogue level 18
4th Regrowth 123rd year of Ascendancy at 20:57 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Scythe the Cornac Rogue level 35
68th Pyre 123rd year of Ascendancy at 18:44 see stats
Log
Saving done.
Saving game...
You transfer Guise of the Hated (14 def, 0 armour) from the online item's vault.
Saving done.
Saving game...
You transfer The Black Ring from the online item's vault.
Saving done.
Saving game...
You transfer The Black Ring from the online item's vault.
Saving done.
You carry too much--you are encumbered!
Drop some of your items.
Scythe wears (replacing Ring of the War Master): The Black Ring.
Scythe wears (replacing Galewilter the voratun ring): The Black Ring.
You are no longer encumbered.
Scythe wears (replacing The Black Ring): Ring of the War Master.
Scythe wears (replacing The Black Ring): Galewilter the voratun ring.
There is a teleportation circle to the surface here (press '' or right click to use).
You transfer The Black Ring to the online item's vault.
Saving done.
Saving game...
You transfer The Black Ring to the online item's vault.
Saving done.
Saving game...
Saving done.











































































































































