Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Glove Stats 1.0.6Shows glove combat stats with all classes. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Marson's UI Modifications 1.3.0v3.7.0 *** FOR ToME v1.3.0+ ONLY *** An attempt to make 1920x1080 easier on my decaying eyesight, plus a few personal preferences. This is a revamp for the Minimalist UI. It may work for Classic, but hasn't been tested for it. Most settings can be found on the UI tab on the Game Options screen. • Adds a 'Fonts' tab to 'Game Options'. Choose separate font styles and sizes for six categories: * menus & dialogs * HUD elements * tooltips & character sheet * chat & combat log * flying text * lore • Expanded font size range to 8 - 36 points. (Stock range is 10 - 18) • Ability to add your own fonts with a fontpack addon. http://te4.org/games/addons/tome/font_example • Scales most dialog boxes to account for larger fonts. • Hotkey bar revamp: * Frame colors: green = activated talent, blue = sustained talent, yellow = equipped item, orange = unequipped item. Colors on talent screen and buff bar changed to match. * Frame colors do not change when on cooldown. * All talents/items on cooldown will have a red overlay. * Z-layer of key text (C8, etc) moved under color overlay to better differentiate from cooldown text. * Unequipped items get pale yellow color overlay similar to cooldown overlay. * Right-clicking on an item no longer clears the item; it brings up the hotkey assignment menu. (You may clear it from there, as with talents.) • 'Use Talent' screen now also lists all usable items, allowing you to associate a hotkey using the dropdown menu. Objects are separated based on whether they are worn or not and display their current cooldowns. • When assigning a hotkey, the list will show available hotkeys as 1 through 0,-,= with C,S,A,AS, modifiers (example: "Hotkey C7") instead of "Hotkey 1" through "Hotkey 60", so as to match the labels on the hotkey bar. • Enabled and modified 'Creature List' code that was in stock ToME but not used. Lists NPCs in player's sight along with their remaining energy and distance. Mousing over an NPC in the Creature List will center the screen on that creature. Toggle the list on/off with Ctrl-Tab. • 'Limit Terrain Height' option will rescale trees and mushrooms to prevent them from overlapping the grid above them. (Will not affect current level until you leave and return.) • Adds viewport options: 'Original' is the stock behavior from v1.1.5 ToME. The game will use Scroll Distance, but won't show a black border around the map. With a high Scroll Distance, you will remain centered until you get to the edge of the map, at which point the map stops moving and your character moves off-center. 'No Hiding' is now the stock behavior of v1.2.x ToME. It is a bit of a hybrid. The map will scroll similar to 1.1.5, but will show enough of a black border so that your avatar will not hide under UI elements such as the mini-map and hotkey bar. 'Centered' will force the viewport to strictly follow the Scroll Distance setting. If you have it a high number, you will be centered 100% of the time. • Adds option to enable right-click dragging of the viewport. This will coexist with mouse gestures but may not mix with them in a visually pleasing manner. • Separate adjustable background transparencies for dialogs, tooltips, combat log, chat, and hotkeys. • Adjustable tooltip width. • Ability to change tooltip location: each of the four corners / at mouse cursor / opposite corner from mouse. • Tooltip will get out of the way of target location via keyboard as well as mouse cursor. • Ability to disable ambient background noises (dogs barking, water dripping, etc.) on the UI tab in Game Options. Defaults to 'enabled' (no change from stock). • Shields (damage, temporal, etc.) will play a sound when they expire on a character you are controlling. (I've missed that my antimagic shield went down one too many times.) I've included a couple versions of the sound, including silence. (shield_off.ogg created by reg7783 and licensed under the Creative Commons 0 License.) • Adds a choice of tooltip style for the Inventory screen. 'Original' is the same as stock. 'Small Screen' moves the tooltip to either side of the screen so that it obscures less and doesn't bounce around. 'Big Screen' uses a dedicated location between the rag doll and the item list. • If your character knows the talent 'Extract Gems', a tab will appear on the inventory screen listing all items that may be converted to gems based on your current talent level, including items in the Transmogrification Chest. • Adds a 'Usable Items' tab to the Inventory screen. • Adds a 'Preview Talents' button to the character creation screen. This will allow you to view the stats and talents of the current race/class combo without needing to generate a new game. • Character creation screen will remind you if you are in dev/cheat mode. • Ability to ESC from character creation screen. • Alchemist quest shows details about the various rewards you are working towards: "Agrimley the hermit needs your help making an Elixir of Explosive Force, which permanently increase your chance to critically strike with spells by 4%." This will only apply to characters who take the quest after enabling this addon. (Also available as separate addon.) • ToME Bugfix: 'Tactical Overlay' dropdown menu. + ToME v1.3.0 compatible. + Integrated 0player's NPC List speed performance fix. + Added frame highlights when mousing over or dragging a hotkey. New Gem Types 1.2.5Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Arcanum Class Pack 1.3.1Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Plenum Tooltip: Enhanced actor tooltip display for TOME v2.4 1.3.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Doctornull's Class Pack 1.2.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.3.0Donators/Buyers bonus! Unlimited Respec 1.3.1Removes the restriction on how many talents you can respec. 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Bazaar 1.2.5- This addon introduces a new variant of vault, the bazaar, where you don't fight for items, but rather buy (or steal) them. - A central aspect of this addon is a new questline (consisting of 3 follow-up-quests), which introduces the player to the bazaar-system. The questline starts in the Village of Elvala (look out for a special npc - he will lookout for you as well). - I took the idea to this addon from starsapphire (Idea : Markets in dungeons! - http://forums.te4.org/viewtopic.php?f=39&t=42553) ------ Details: ------ (1) Bazaars can appear in most dungeons and outdoor zones, which happen to also generate vaults; chances for regular vault-generation aren't being limited. Bazaars won't appear in the East however - tradesmen haven't made it there yet. (2) Each bazaar contains a shopkeeper and a limited amount of items, which can't be pickuped by normal means (they are chained to the ground). Instead, you either have to pay to be able to pick up such an item - or you try to unchain it (success chances scale with cunning, dexterity and talent points in Heightened Senses and Stealth). Failure to unchain it will trigger a trap which teleports the player (and his party) to a parallel zone ("Mirrorscape"). --> To escape from the Mirrorscape, a special guardian needs to be killed. Alternatively, there are two hidden exit points. The Power of the Guardian scales extremely with the Base-Level of the Zone (Break-Points: Level 20, 30, 50, 70) and the item-quality the trap is based on (unique items are protected by stronger guardians). Killing the guardian allows the player to pick up the item in question. --> Killing the shopkeeper unchains all item in his shop. Shopkeepers are extremely strong, however. (3) Additionally, each shopkeeper has a rare ingredient for sale, and some of them also sell maps, which point to special treasure areas in a variety of zones. To find out about these special goods, chat with the vendor. (Again, treasuremaps point only to zones in the West.) (4)In Elvala starts a questline, which leads to the discovery of a new zone, The Bazaar. Follow-up quests then introduce more in depth to the bazaar system. (5) Most bazaar-vaults will also be generated inside the Infinite Dungeon - most Treasuremaps also work here. (6) From time to time, a caravan will spawn on the overworld map. Encountering a caravan is similar to an "Ambush", however without meeting hostile npcs - instead, two shopkeepers will offer their items. So, How to start? --> Go to Elvala, talk with a nice dwarf! Notable modifications to the core game: - added a new Faction ("Free Traders") Feedback about bugs, improvements, compatibility issues very welcome. Fixed: 24.11. 27.11 1.12 12.12 20.12. - removed an empty event file from the bazaar main zone, as it would trigger an error with the latest ashes update 01.02. A warning: you are trapped inside the mirrorscape until you defeat its guardian or find the exit Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Enhanced Object Compare 1.3.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Ogre |
Class | Brawler |
Level / Exp | 50 / 1025% |
Size | huge |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 177 (base 65) |
Dexterity | 104 (base 62) |
Constitution | 175 (base 60) |
Magic | 37 (base 10) |
Willpower | 70 (base 37) |
Cunning | 118 (base 65) |
Resources
Life | 2183/2183 |
Mana | 794/794 |
Stamina | 237/237 |
Positive | 0/197 |
Healing Factor | 1.12 |
Regeneration | 13.544030039388 |
Speed
Mental | -10% |
Attack | 0% |
Movement | +15% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 3 |
Infravision | 21 |
See Invisible | 14 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Barehand
Damage | 208 |
Accuracy | 90 |
Crit Chance | 121% |
APR | 59 |
Speed | 0.67 |
Offense: Spell
Spellpower | 38 |
Crit Chance | 62% |
Speed | 1 |
Offense: Mind
Mindpower | 54.066666666667 |
Crit Chance | 79% |
Speed | 1 |
Offense: Damage Bonus
All | +9% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 64 (84.2%) |
Defense | 55.141538461538 |
Ranged Defense | 61.356153846154 |
Fatigue | 19.515041493776 |
Physical Save | 68.7375 |
Spell Save | 68.05 |
Mental Save | 55.85 |
Defense: Resistances
All | + 22%( 70%) |
Defense: Immunities
Pinning Resistance | 41% |
Silence Resistance | 29% |
Confusion Resistance | 60% |
Knockback Resistance | 100% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 33% |
Inscriptions (6/6)
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 292 with a minimum range of 15. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 at most 1011 damage for 7 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse 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 cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 10% for 6 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 29% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1168 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 40 for 9 turns. While Heroism is active, you will only die when reaching -1284 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
Cunning / Tactical | 1.70 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat techniques | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Finishing moves | 1.60 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Grappling | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Pugilism | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.60 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Unarmed training | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Light | 0.80 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.40 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 1/5 |
Technique / Field control | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Mobility | 1.20 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Conditioning | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Precise Strikes |
talent | Exploit Weakness |
talent | Yarrrr!! |
talent | Striking Stance |
talent | Slow Motion |
beneficial effect | Has a 64% chance to counter attack with a defensive throw when avoiding a melee attack, possibly throwing the target to the ground and stunning it. (2.7 throws remaining) Grappling Defensively |
beneficial effect | Countering melee attacks: Has a 65% chance to get an automatic counter attack when avoiding a melee attack. (2.4 counters remaining) Counter Attacking |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You 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 delivered messages to several Free Traders and now are considered a member of the Free Trading Organization. Delivery Services(1) delivered. (2) delivered. (3) delivered. (4) delivered. (At the end of the list, there is a short notice: Should you have trouble finding all my men, improvise! Our people travel the wilderness from time to time, where you might meet some of them. Recently, some Free Traders also moved to a location hidden inside some ruined dungeon. However, you won't be able to find it without some sort of map. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Scintillating Caves. Escort: lost anorithil (level 2 of Scintillating Caves)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved Strength by +2. | done |
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 talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Heart of the Gloom. Escort: repented thief (level 2 of Heart of the Gloom)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You promised Mayor Dambascus to search the Rhaloren Camp for a hidden section, where they keep a man called Pidro Vales hostage, and rescure him. One Man Rescue TeamYou used the map and discovered the location of an entrance to the hidden section. Pidro Vales is a free man once again. You met again with Pidro Vales at his home, where he expressed his gratitude. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 3469. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. 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. 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 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | 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 Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
In Elvala, you met a dwarven veteran called Raimundus, who asked you to escort him on his journey through the Hedge Maze. Through the Hedge MazeYou succesfully found and entered the Hedge Maze. You escorted Raimundus safely through the Hedge Maze and entered the Bazaar at his side. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+4 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. Press to compare |
On hands | Brawler SMASH! (0 def, 3 armour) Brawler SMASH! (0 def, 3 armour)Requires: - Level 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +15 Physical crit. chance: +20.0% Physical power: +20 (+3 eff.) Armour: +3 Damage (Melee): 19 arcane Changes stats: +6 Str / +9 Dex / +10 Mag / +9 Wil / +9 Cun Changes resistances: +10% arcane / +3% darkness Changes damage: +18% darkness / +9% lightning Critical mult.: +14.00% Spell crit. chance: +17% Mental crit. chance: +17% When used to modify unarmed attacks: Base power: 47.5 - 52.3 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +11 Armour Penetration: +12 Physical crit. chance: +15.0% Attack speed: 167% When this weapon hits: Manathrust (10% chance level 3). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon crits: Cripple (20% chance level 5). Damage (Melee): +19 arcane / +8 lightning Burst (radius 1) on hit: +8 darkness It can be used to activate talent Steady Shot, placing all other charms into a 15 cooldown : Effective talent level: 3.9 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 207% damage. Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This item has been sent to the Item's Vault. Press to compare |
On head | drakeskin leather cap 'Bileschism' (0 def, 5 armour) drakeskin leather cap 'Bileschism' (0 def, 5 armour)Requires: - Level 35 Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +11 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +17 Str / +9 Dex / +6 Wil / +25 Con Changes resistances: +12% lightning / +15% physical / +10% darkness / +10% cold / +25% nature / +14% temporal Changes damage: +9% nature / +9% light Reduces incoming crit damage: 33.00% Physical save: +12 (+3 eff.) A cap made of leather. This item has been sent to the Item's Vault. Press to compare |
Tool | Crit Pick (dig speed 6 turns) Crit Pick (dig speed 6 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Physical crit. chance: +15.0% Changes stats: +11 Str / +9 Wil / +7 Cun Changes resistances: +5% arcane / +12% fire Changes resistances penetration: +5% arcane / +25% physical Changes damage: +6% lightning / +12% fire Mental crit. chance: +13% Infravision radius: +11 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Effects on melee hit: * Slows global speed by 15% * 40% chance to blind Damage when hit (Melee): 12 nature / 4 light Changes stats: +7 Str / +7 Con Changes damage: +3% light Silence immunity: +29% Stun/Freeze immunity: +28% Life regen: +2.50 Mana each turn: +0.17 Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? Press to compare |
On fingers | Ring of the War Master Ring of the War MasterRequires: - Level 35 Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Archery excellence +0.30 Technique / Archery prowess +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Finishing moves +0.30 Technique / Thuggery +0.30 Technique / Shield defense +0.30 Technique / Two-handed weapons +0.30 Technique / Combat veteran +0.30 Technique / Superiority +0.30 Technique / Dual techniques +0.30 Technique / Two-handed assault +0.30 Technique / Combat techniques +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Unarmed training +0.30 Technique / Combat training +0.30 Technique / Shield offense +0.30 Technique / Grappling +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. This item has been sent to the Item's Vault. Press to compare |
Around neck | Better protection than a condom! Better protection than a condom!Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 45% * 30% chance to corrode armour Damage when hit (Melee): 8 mind Changes resistances: +36% mind / +24% temporal Changes resistances penetration: +10% acid / +5% nature / +15% mind Changes damage: +3% acid Talent masteries: +0.40 Spell / Stone alchemy +0.40 Cunning / Tactical Blindness immunity: +33% Confusion immunity: +50% Pinning immunity: +41% Knockback immunity: +50% Infravision radius: +10 Sight radius: +2 See invisible: +14 Amulets can have magical properties. Press to compare |
Main armor | Resisted It! Resisted it again! (25 def, 36 armour) Resisted It! Resisted it again! (25 def, 36 armour)Requires: - Strength 20 Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +36 Defense: +25 (+10 eff.) Ranged Defense: +20 (+5 eff.) Fatigue: +8% Damage (Melee): 10 lightning / 20 fire Damage (Ranged): 10 lightning / 20 fire Damage when hit (Melee): 13 acid / 9 fire / 12 cold / 9 lightning Changes stats: +3 Str / +25 Con Changes resistances: +43% lightning / +50% physical / +10% darkness / +13% acid / +53% cold / +25% nature / +72% fire Changes damage: +12% mind Reduces incoming crit damage: 33.00% Psi when hit: +0.04 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% Mindpower: +6 (+2 eff.) Mental crit. chance: +1% A suit of armour made of leather. Press to compare |
Light source | survivor's alchemist's lamp of health 'Sparkwaker' survivor's alchemist's lamp of health 'Sparkwaker'Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn * 30% chance to daze Damage when hit (Melee): 8 temporal Changes resistances penetration: +10% temporal Changes damage: +9% lightning Physical save: +5 (+1 eff.) Maximum life: +47.00 Light radius: +3 Healing mod.: +12% A normal brass lantern, enhanced by alchemy to make it brighter. Press to compare |
Cloak | Noice!!!!! (3 def, 0 armour) Noice!!!!! (3 def, 0 armour)Requires: - Level 35 Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +10 Defense: +3 (+1 eff.) Changes stats: +6 Dex / +6 Wil / +13 Cun Changes resistances: +6% fire Changes resistances penetration: +15% arcane / +10% darkness Changes damage: +15% arcane Critical mult.: +39.00% Spell save: +15 (+4 eff.) Mental save: +25 (+7 eff.) Maximum mana: +100.00 Spellpower: +10 (+4 eff.) Spell crit. chance: +6% Mental crit. chance: +11% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This item has been sent to the Item's Vault. Press to compare |
Around waist | Summon Nerf Belt Summon Nerf Belt Requires: - Level 35 Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Changes stats: +6 Str / +8 Dex / +8 Cun / +5 Con Changes resistances: +6% temporal Changes resistances penetration: +10% arcane / +20% physical Changes damage: +20% lightning / +25% physical Reduced damage from: +45% Summoned Damage affinity(heal): +20% lightning Physical save: +13 (+3 eff.) Spell save: +15 (+4 eff.) Psi when hit: +0.12 Maximum life: +70.00 Mental crit. chance: +1% Movement speed: +15% Chance to avoid any damage: +8% Size category: +1 A belt that goes around your waist. This item has been sent to the Item's Vault. Press to compare |
Inventory
regeneration infusion of the duelist (heal 769 over 5 turns) regeneration infusion of the duelist (heal 769 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 769 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
regeneration infusion of the titan (heal 955 over 5 turns) regeneration infusion of the titan (heal 955 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 955 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
regeneration infusion of the titan (heal 1053 over 5 turns) regeneration infusion of the titan (heal 1053 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1053 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
sun infusion of the duelist (rad 6; power 79; turns 3; dispells darkness) sun infusion of the duelist (rad 6; power 79; turns 3; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 39). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 79) for 3 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the psychic (rad 5; power 64; turns 3; dispells darkness) sun infusion of the psychic (rad 5; power 64; turns 3; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 32). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 64) for 3 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the warrior (rad 5; power 103; turns 4; dispells darkness) sun infusion of the warrior (rad 5; power 103; turns 4; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 51). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 103) for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 22%; cure magical, physical) wild infusion of the wizard (resist 22%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 22% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
heroism infusion of the titan (+40 for 9 turns, die at -1482) heroism infusion of the titan (+40 for 9 turns, die at -1482)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 40 for 9 turns. While Heroism is active, you will only die when reaching -1482 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
heroism infusion of the warrior (+39 for 9 turns, die at -1275) heroism infusion of the warrior (+39 for 9 turns, die at -1275)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 39 for 9 turns. While Heroism is active, you will only die when reaching -1275 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
movement infusion of the duelist (1049% speed; 5 turns) movement infusion of the duelist (1049% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1049% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (981% speed; 7 turns) movement infusion of the duelist (981% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 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. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
phase door rune of the duelist (range 16; power 47; dur 3) phase door rune of the duelist (range 16; power 47; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 16. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 47%, your defense is increased by 47 and all your resistances by 47%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the titan (range 23; power 67; dur 3) phase door rune of the titan (range 23; power 67; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 23. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 67%, your defense is increased by 67 and all your resistances by 67%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune (83 cold damage; 20 apply power) biting gale rune (83 cold damage; 20 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 82.84 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 20. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the psychic (162 cold damage; 65 apply power) biting gale rune of the psychic (162 cold damage; 65 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 161.97 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 65. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the titan (absorb 926 for 5 turns) shielding rune of the titan (absorb 926 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 926 damage for 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare |
teleportation rune of the titan (range 315) teleportation rune of the titan (range 315)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 315 with a minimum range of 15. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare |
Rune of the Rift (430.00 temporal damage, removed from time 4 turns) Rune of the Rift (430.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 468.70 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the sneak (1004 lightning damage) lightning rune of the sneak (1004 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 334.74 to 1004.23 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune (range 9) controlled phase door rune (range 9)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 9. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune (range 7) controlled phase door rune (range 7)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 7. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the duelist (range 15) controlled phase door rune of the duelist (range 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the titan (range 19) controlled phase door rune of the titan (range 19)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 19. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the wizard (range 13) controlled phase door rune of the wizard (range 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 13. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+2 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 44 power out of 60/60. The evilness of undeath radiates from this amulet. Press to compare |
Rainobeisance RainobeisanceInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 40% Damage when hit (Melee): 8 arcane / 8 nature Changes stats: +7 Cun Changes resistances: +13% light / +12% darkness Changes resistances penetration: +10% nature Changes damage: +3% nature Blindness immunity: +24% Amulets can have magical properties. Press to compare |
Unflinching Eye Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 It can be used to activate talent Arcane Eye (costing 44 power out of 60/60) : Effective talent level: 2.0 Power cost: 44 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. Press to compare |
Arthiyon the voratun amulet Arthiyon the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Physical crit. chance: +6.0% Changes stats: +8 Cun Changes resistances penetration: +10% blight Changes damage: +12% arcane Critical mult.: +15.00% Physical save: +12 (+3 eff.) Cut immunity: +50% Mana each turn: +0.08 Healing mod.: +27% It can be used to activate talent Heal, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 291 life. The life healed will increase with your Mindpower. Amulets can have magical properties. Press to compare |
Nightwasp the stabilizing voratun amulet of cunning (+6) Nightwasp the stabilizing voratun amulet of cunning (+6)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 40% chance to inflict damage reduction Damage when hit (Melee): 20 darkness / 4 lightning Changes stats: +6 Cun Changes resistances: +3% lightning / +20% temporal / +9% darkness Changes resistances penetration: +15% darkness Pinning immunity: +31% Knockback immunity: +31% Amulets can have magical properties. Press to compare |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. Press to compare |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. Press to compare |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 8 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. |
Ring of the Dead 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 (+3 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. Press to compare |
Flashblur the voratun ring Flashblur the voratun ringPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 16% chance to cause random gloom Damage (Melee): 20 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 19 bleed Damage when hit (Melee): 8 lightning Changes stats: +7 Cun Changes resistances: +23% acid / +24% cold / +20% fire / +9% mind / +34% lightning Changes resistances penetration: +10% lightning Changes damage: +6% mind Mental save: +10 (+3 eff.) Confusion immunity: +45% Hate when firing a critical mind attack: +2.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. Press to compare |
Sceptre of the Archlich (40-48 power, 12 apr, physical element) Sceptre of the Archlich (40-48 power, 12 apr, physical element)Requires: - Magic 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. It is part of a set of items. It desires to be surrounded by undeath. Base power: 40.0 - 48.0 Uses stat: 130% Mag Damage type: Darkness Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes damage: +26% darkness Talent masteries: +0.20 Spell / Necrotic minions +0.20 Celestial / Star fury +0.10 Spell / Advanced necrotic minions Spellpower: +28 (+10 eff.) Spell crit. chance: +14% 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. Press to compare |
Awakened Staff of Absorption (60-72 power, 60 apr, physical element) Awakened Staff of Absorption (60-72 power, 60 apr, physical element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+17 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 144 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." Press to compare |
The Black Maul (70-105 power, 15 apr) The Black Maul (70-105 power, 15 apr)Requires: - Strength 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 130% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +2.0% Attack speed: 100% When this weapon hits: Obliterating Smash (10% chance level 3). When wielded/worn: Accuracy: +20 (+4 eff.) Physical power: +12 (+2 eff.) Talent masteries: +0.20 Corruption / Brutality +0.20 Technique / Two-handed assault Shadow Power: +10 Increases all damage by 1% for each point of your Shadow Power. It can be used to activate talent Reckless Strike (costing 18 power out of 25/25) : Effective talent level: 3.0 Power cost: 18 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Hits the target doing 255% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion." Press to compare |
Searguile the voratun longsword (56.5-79.1 power, 6 apr) Searguile the voratun longsword (56.5-79.1 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 56.5 - 79.1 Uses stat: 100% Str Damage type: Fire Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 19% chance to inflict damage reduction * 20% chance to curse the target Damage (Melee): +16 fire / +4 temporal Burst (radius 1) on hit: +8 temporal / +24 fire When wielded/worn: Damage when hit (Melee): 4 temporal Changes resistances: +6% fire Changes damage: +6% fire Sharp, long, and deadly. Press to compare |
Storm Fury Storm FuryRequires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 When wielded/worn: Ranged Defense: +15 (+4 eff.) Damage (Ranged): 75 lightning Changes stats: +5 Dex / +7 Mag Changes resistances: +20% lightning Changes damage: +20% lightning Talent masteries: +0.10 Spell / Storm +0.20 Spell / Air Spellpower: +20 (+7 eff.) Movement speed: +10% Automatically fires lightning bolts at nearby enemies, with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. Press to compare |
Nithan's Force Nithan's ForceRequires: - Dexterity 32 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 143% 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 Pulverizing Auger (costing 18 power out of 25/25) : Effective talent level: 3.0 Power cost: 18 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Fire a powerful beam of stone shaterring forces, digging out any walls in its path up to 3. The beam also affect any creatures in its path, dealing 210.96 physical damage to all. The damage will increase with your Spellpower. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall. It appears he may have had some magical assistance... Press to compare |
drakeskin leather sling 'Geterek' drakeskin leather sling 'Geterek'Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Burst (radius 2) on crit: +2 blight When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +11.0% Changes stats: +3 Dex / +3 Wil / +1 Cun Changes resistances: +3% blight Changes resistances penetration: +44% physical Changes damage: +6% blight / +13% physical Damage Shield penetration: +54% Slings are used to hurl stones or metal shots at your foes. Press to compare |
Tonarirek the elven-silk robe (9 def, 3 armour) Tonarirek the elven-silk robe (9 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +3 Defense: +9 (+4 eff.) Changes stats: +14 Str / +16 Mag / +21 Wil / +1 Cun Changes resistances: +30% lightning / +26% cold Changes damage: +37% lightning / +25% physical / +32% cold Physical save: +26 (+6 eff.) Mindpower: +6 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. Press to compare |
Rogues wet dream! Rogues wet dream!Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Armour: +12 Fatigue: -8% Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 4 arcane Changes stats: +12 Dex / +12 Cun / +10 Lck Changes resistances penetration: +10% fire Changes damage: +15% fire / +6% temporal Trap disarming bonus: +30 Stealth bonus: +14 Maximum encumbrance: +60 Mental crit. chance: +14% Infravision radius: +6 It can be used to create a temporary shield that absorbs 389 damage, putting all charms on cooldown for 22 turns. A belt that goes around your waist. Press to compare |
Emblem of Evasion Emblem of EvasionRequires: - Level 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+5 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% It can be used to activate talent Evasion (costing 22 power out of 30/30) : Effective talent level: 4.0 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 38% chance to completely evade them and granting you 50 defense for 12 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. This item has been sent to the Item's Vault. Press to compare |
Boots of insane dodge (42 def, 5 armour) Boots of insane dodge (42 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +42 (+16 eff.) Fatigue: -5% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 nature / 8 acid Changes stats: +15 Lck / +8 Dex Changes resistances: +15% nature Changes damage: +9% nature Stealth bonus: +13 Stamina each turn: +0.90 Maximum life: +57.00 Movement speed: +10% It can be used to activate talent Evasion, placing all other charms into a 22 cooldown : Effective talent level: 3.0 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 37% chance to completely evade them and granting you 41 defense for 12 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. Press to compare |
Lisanne the pair of voratun boots (0 def, 5 armour) Lisanne the pair of voratun boots (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Damage when hit (Melee): 4 blight Changes stats: +9 Str / +2 Dex / +6 Con Changes resistances: +25% fire / +26% cold Changes damage: +18% physical Maximum encumbrance: +30 Stamina each turn: +0.60 Size category: +1 It can be used to activate talent Heave, placing all other charms into a 8 cooldown : Effective talent level: 3.0 Power cost: 8 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
pair of voratun boots 'Ce'Nagabeth' (0 def, 5 armour) pair of voratun boots 'Ce'Nagabeth' (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +4% Changes stats: +1 Str / +4 Dex / +2 Wil / +7 Cun / +5 Con Changes resistances: +16% temporal / +25% darkness / +6% light Changes resistances penetration: +17% temporal / +17% darkness / +14% physical Physical save: +25 (+6 eff.) Mental save: +19 (+6 eff.) Defense after a teleport: +21 Resist all after a teleport: +20% New effects duration reduction after a teleport: +24% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This item has been sent to the Item's Vault. Press to compare |
mega tauntlets 'Suntrial' (0 def, 14 armour) mega tauntlets 'Suntrial' (0 def, 14 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +14 Damage (Melee): 11 blight Changes resistances: +9% blight Changes damage: +5% blight / +18% light Talent granted: +5 Block Mental save: +12 (+4 eff.) Life regen: +3.70 Stamina each turn: +1.50 Maximum life: +60.00 Maximum stamina: +20.00 When used to modify unarmed attacks: Base power: 34.5 - 48.3 Uses stats: 40% Str, 80% Con Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +12 Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Slumber (10% chance level 5). When this weapon hits: Soul Rot (20% chance level 5). On weapon hit: * 20% chance to blind * 20% chance to cause random gloom Damage (Melee): +12 mind Burst (radius 1) on hit: +4 mind Burst (radius 2) on crit: +11 blight Attackspeed is 100% for non-Brawlers! A turtle shell fit with a simple strap. It covers the entire forearm. This item has been sent to the Item's Vault. Press to compare |
aquamarine aquamarine0.00 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 When used as an alchemist bomb: Bomb damage +10% Gems can be sold for money or used in arcane rituals. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% When used as an alchemist bomb: Mana regain 20 Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +3% all When used to imbue an object: Armour: +12 Changes resistances: +3% all When used as an alchemist bomb: 35% chance to daze for 3 turns 5% chance to stun for 2 turns Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; 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 When used as an alchemist bomb: Bomb damage +20% Gems can be sold for money or used in arcane rituals. |
diamond diamond0.00 Encumbrance. Type: gem / blue ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Gems can be sold for money or used in arcane rituals. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used as an alchemist bomb: Additional 50 acid damage Gems can be sold for money or used in arcane rituals. |
2 bloodstone 2 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Combat speed: +10% Casting speed: +10% Mental speed: +10% When used to imbue an object: Combat speed: +10% Casting speed: +10% Mental speed: +10% When used as an alchemist bomb: Additional 90 fire burn damage Gems can be sold for money or used in arcane rituals. |
5 enormous geode 5 enormous geode0.00 Encumbrance. Type: gem / stone ; tier 5 When wielded/worn: Life regen: +2.50 Stamina each turn: +1.00 Mana each turn: +1.00 Psi each turn: +1.00 Healing mod.: +10% When used to imbue an object: Life regen: +2.50 Stamina each turn: +1.00 Mana each turn: +1.00 Psi each turn: +1.00 Healing mod.: +10% When used as an alchemist bomb: Additional 50 physical damage Gems can be sold for money or used in arcane rituals. |
fire opal fire opal0.00 Encumbrance. Type: gem / yellow ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 50 bright light damage Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone appears faded with age. It appears to have once been the eye of a golem. |
Atamathon's Ruby Eye Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Burning Star Burning StarRequires: - Level 15 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Changes resistances: +30% darkness Changes damage: +30% light Light radius: +3 When carried: Light radius: +1 It can be used to map surroundings, costing 22 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. This item has been sent to the Item's Vault. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+3 eff.) Dull red runes are etched all over this blackened skull. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It is part of a set of items. When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) It can be used to combine with a weapon (makes a non enchanted into an artifact) , costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
57 alchemist agate 57 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. Press to compare |
Starwilter the alchemist's lamp Starwilter the alchemist's lampRequires: - Level 15 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes damage: +7% mind / +3% light Mental save: +5 (+2 eff.) Blindness immunity: +21% Confusion immunity: +10% Mana when firing critical spell: +4.00 Maximum mana: +40.00 Light radius: +7 See stealth: +17 See invisible: +19 It can be used to activate talent Track, placing all other charms into a 29 cooldown : Effective talent level: 5.0 Power cost: 29 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 59 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. This item has been sent to the Item's Vault. Press to compare |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+5 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 58 power out of 150/150) : Effective talent level: 4.0 Power cost: 58 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 3, doing 20.92 cold damage and 26.67 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interracts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. Press to compare |
Mummified Egg-sac of Ungolë 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, costing 58 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Heart of Poosh Heart of PooshRequires: - Level 15 Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 72 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? This item has been sent to the Item's Vault. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. Press to compare |
Marble of Disruption Marble of DisruptionInfused by nature 0.10 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes stats: +4 Mag / +4 Wil Confusion immunity: +25% Activating this item is instant. It can be used to activate talent Body-Mind Disbalance (costing 26 power out of 35/35) : Effective talent level: 1.0 Power cost: 26 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Activate to grapple a foe's soul and disrupt its body-mind balance, effecitvely lowering resistances to physical, temporal, mind and darkness damage by 30 for 6 turns. A black marble. If being hold in the hand, it slowly fills with swirling colours. Press to compare |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 8 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) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 146 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. |
quiet stralite torque of psychoportation 'Betamithra' [power 45] (22 cooldown) quiet stralite torque of psychoportation 'Betamithra' [power 45] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 4 When wielded/worn: Damage when hit (Melee): 4 mind Changes resistances: +15% mind Changes damage: +3% mind Talent cooldown: Silence (+5 turn) Talent granted: +3 Silence It can be used to teleport randomly (rad 45), putting all charms on cooldown for 22 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
Ashbright [power 193] (21 cooldown) Ashbright [power 193] (21 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 8 mind Maximum wards: +4 physical / +9 mind / +9 darkness Changes damage: +6% fire Talent granted: +2 Ward Psi when hit: +0.08 Maximum hate: +8.00 Heals friendly targets nearby when you use a nature summon: +30 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 193 for 7 turns, putting all charms on cooldown for 21 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
Silent Night [power 185] (3 cooldown) Silent Night [power 185] (3 cooldown)Requires: - Level 35 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +3% fire Changes damage: +6% arcane / +9% blight Talents cooldown: Telekinetic Blast (+10 turn) Silence (+5 turn) Talents granted: +10 Telekinetic Blast +5 Silence Critical mult.: +15.00% Spell save: +9 (+2 eff.) Maximum vim: +30.00 Spell crit. chance: +2% It can be used to fire a blast of psionic energies in a range 9 beam (dam 92-185), putting all charms on cooldown for 3 turns. Torques are made by powerful psionics to store psionic powers. This item has been sent to the Item's Vault. Press to compare |
Layuldasewen [power 6] (13 cooldown) Layuldasewen [power 6] (13 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to disease Changes resistances: +3% mind Changes resistances penetration: +25% mind Changes damage: +6% mind Talent granted: +4 Rushing Claws It can be used to remove up to 6 poisons or diseases from a target within range 9 (Willpower), putting all charms on cooldown for 13 turns. When used: 100% chance to regenerate 19 stamina. Natural totems are made by powerful wilders to store nature power. Press to compare |
dragonbone totem of healing 'Sunstoker' [power 530] (40 cooldown) dragonbone totem of healing 'Sunstoker' [power 530] (40 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 8 light / 8 temporal Changes resistances penetration: +15% temporal Talent granted: +2 Rushing Claws Light radius: +3 It can be used to heal a target within range 9 (Willpower) for 530, putting all charms on cooldown for 40 turns. Natural totems are made by powerful wilders to store nature power. Press to compare |
dragonbone totem of thorny skin 'Flowerspar' [power 87] (15 cooldown) dragonbone totem of thorny skin 'Flowerspar' [power 87] (15 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +2 Cun Maximum wards: +3 acid / +4 nature / +5 light Changes damage: +6% nature Talents granted: +1 Ward +5 Lay Web Reduces incoming crit damage: 15.00% See invisible: +12 It can be used to harden the skin for 7 turns increasing armour by 87 and armour hardiness by 70%, putting all charms on cooldown for 15 turns. When used: 100% chance to regenerate 16 equilibrium. Natural totems are made by powerful wilders to store nature power. Press to compare |
Flashtouch the yew wand of conjuration [power 685] (18 cooldown) Flashtouch the yew wand of conjuration [power 685] (18 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind * 15% chance to inflict damage reduction Damage when hit (Melee): 4 darkness Changes resistances: +3% light Changes damage: +3% light Talent granted: +3 Strike Light radius: +2 It can be used to fire a bolt of a random element (dam 342-685), putting all charms on cooldown for 18 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Press to compare |
Crackleminister the dragonbone wand of trap destruction [power 106] (11 cooldown) Crackleminister the dragonbone wand of trap destruction [power 106] (11 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 12 lightning / 8 fire Changes resistances: +9% lightning Changes damage: +12% lightning / +6% fire Talent cooldown: Void Blast (+6 turn) Talent granted: +4 Void Blast It can be used to disarm traps (106 disarm power, Magic) along a range 3 line, putting all charms on cooldown for 11 turns. When used: 200% chance to regenerate 13 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Press to compare |
Stuning Strength Stuning StrengthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+2 eff.) Armour: +18 Changes stats: +19 Str / +2 Dex / +4 Wil / +10 Con Changes resistances: +6% acid Grants telepathy: Humanoid/Orc Stun/Freeze immunity: +50% Life regen: +5.70 Maximum life: +100.00 See invisible: +6 Healing mod.: +30% Rings can have magical properties. Press to compare |
Noxious lamp of I see you! Noxious lamp of I see you!Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour: +6 Changes stats: +6 Wil Changes resistances: +13% blight / +15% darkness Changes resistances penetration: +5% nature Changes damage: +14% mind Spell save: +9 (+2 eff.) Mental save: +33 (+9 eff.) Disease immunity: +10% Disarm immunity: +5% Pinning immunity: +15% Spellpower: +6 (+3 eff.) Spell crit. chance: +6% Mindpower: +12 (+4 eff.) Mental crit. chance: +12% Light radius: +4 Infravision radius: +6 See stealth: +17 See invisible: +40 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 22 cooldown : Effective talent level: 2.0 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 62 blight damage or heals 85 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. Press to compare |
I want an Archer lamp not this!!! I want an Archer lamp not this!!!Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +15 (+7 eff.) Changes stats: +12 Con Changes resistances: +29% blight Critical mult.: +15.00% Physical save: +20 (+5 eff.) Spell save: +19 (+5 eff.) Mental save: +32 (+9 eff.) Life regen: +10.20 Equilibrium when hit: +0.08 Mana when firing critical spell: +3.00 Vim when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +8 Mindpower: +6 (+2 eff.) Light radius: +4 See stealth: +25 See invisible: +20 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. Press to compare |
Armour? What Armour! Armour? What Armour!Powered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 47% chance to corrode armour Damage when hit (Melee): 20 acid Changes stats: +7 Wil / +6 Con Changes resistances: +15% blight / +15% light / +12% acid Changes resistances penetration: +10% acid Changes damage: +15% darkness / +13% mind Damage affinity(heal): +5% darkness Physical save: +14 (+4 eff.) Life regen: +5.70 Light radius: +4 Infravision radius: +5 Healing mod.: +30% It can be used to activate talent Moonlight Ray, placing all other charms into a 6 cooldown : Effective talent level: 4.0 Power cost: 6 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 144.68 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. Press to compare |
dragonbone longbow 'Poluta' dragonbone longbow 'Poluta'Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +15 (+3 eff.) Armour: +2 Changes stats: +1 Mag / +7 Con Changes resistances penetration: +25% physical Changes damage: +20% physical Talent mastery: +0.20 Wild-gift / Fungus Talents cooldown: Volley of Arrows (-2 turns) Steady Shot (-2 turns) Pinning Shot (-1 turn) Blindness immunity: +15% Mana each turn: +0.04 Spell crit. chance: +3% Damage Shield penetration: +51% New effects duration reduction after a teleport: +30% It can be used to regenerate 258 life over 5 turns, putting all charms on cooldown for 15 turns. Longbows are used to shoot arrows at your foes. Press to compare |
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.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
By Time to get fisted the Ogre Brawler level 34
59th Haze 123rd year of Ascendancy at 02:56 see stats
By Time to get fisted the Ogre Brawler level 22
38th Pyre 123rd year of Ascendancy at 21:15 see stats
By Time to get fisted the Ogre Brawler level 33
17th Haze 123rd year of Ascendancy at 05:38 see stats
By Time to get fisted the Ogre Brawler level 33
53rd Haze 123rd year of Ascendancy at 17:25 see stats
By Time to get fisted the Ogre Brawler level 37
30th Regrowth 124th year of Ascendancy at 08:10 see stats
By Time to get fisted the Ogre Brawler level 50
1st Decay 124th year of Ascendancy at 11:31 see stats
By Time to get fisted the Ogre Brawler level 1
74th Pyre 122nd year of Ascendancy at 12:05 see stats
By Time to get fisted the Ogre Brawler level 44
76th Dusk 124th year of Ascendancy at 14:10 see stats
By Time to get fisted the Ogre Brawler level 36
26th Regrowth 124th year of Ascendancy at 12:43 see stats
By Time to get fisted the Ogre Brawler level 12
46th Dusk 122nd year of Ascendancy at 10:34 see stats
By Time to get fisted the Ogre Brawler level 46
11st Haze 124th year of Ascendancy at 16:31 see stats
By Time to get fisted the Ogre Brawler level 45
1st Time of Equilibrium 124th year of Ascendancy at 16:47 see stats
By Time to get fisted the Ogre Brawler level 35
23rd Regrowth 124th year of Ascendancy at 00:57 see stats
By Time to get fisted the Ogre Brawler level 38
36th Regrowth 124th year of Ascendancy at 00:05 see stats
By Time to get fisted the Ogre Brawler level 50
70th Haze 124th year of Ascendancy at 15:09 see stats
By Time to get fisted the Ogre Brawler level 15
62nd Haze 122nd year of Ascendancy at 22:49 see stats
By Time to get fisted the Ogre Brawler level 33
28th Haze 123rd year of Ascendancy at 23:52 see stats
By Time to get fisted the Ogre Brawler level 37
35th Regrowth 124th year of Ascendancy at 01:18 see stats
By Time to get fisted the Ogre Brawler level 50
59th Haze 124th year of Ascendancy at 09:51 see stats
By Time to get fisted the Ogre Brawler level 45
1st Time of Equilibrium 124th year of Ascendancy at 19:03 see stats
By Time to get fisted the Ogre Brawler level 39
29th Pyre 124th year of Ascendancy at 13:23 see stats
By Time to get fisted the Ogre Brawler level 16
66th Haze 122nd year of Ascendancy at 01:00 see stats
By Time to get fisted the Ogre Brawler level 50
58th Haze 124th year of Ascendancy at 08:56 see stats
By Time to get fisted the Ogre Brawler level 10
1st Dusk 122nd year of Ascendancy at 10:56 see stats
By Time to get fisted the Ogre Brawler level 20
33rd Pyre 123rd year of Ascendancy at 10:59 see stats
By Time to get fisted the Ogre Brawler level 30
74th Dusk 123rd year of Ascendancy at 05:15 see stats
By Time to get fisted the Ogre Brawler level 40
36th Pyre 124th year of Ascendancy at 13:31 see stats
By Time to get fisted the Ogre Brawler level 50
57th Haze 124th year of Ascendancy at 18:18 see stats
By Time to get fisted the Ogre Brawler level 43
57th Dusk 124th year of Ascendancy at 07:18 see stats
By Time to get fisted the Ogre Brawler level 50
5th Decay 124th year of Ascendancy at 22:53 see stats
By Time to get fisted the Ogre Brawler level 42
51st Dusk 124th year of Ascendancy at 23:34 see stats
By Time to get fisted the Ogre Brawler level 50
57th Haze 124th year of Ascendancy at 23:01 see stats
By Time to get fisted the Ogre Brawler level 43
52nd Dusk 124th year of Ascendancy at 13:53 see stats
By Time to get fisted the Ogre Brawler level 47
26th Haze 124th year of Ascendancy at 06:05 see stats
By Time to get fisted the Ogre Brawler level 16
20th Regrowth 123rd year of Ascendancy at 14:10 see stats
By Time to get fisted the Ogre Brawler level 35
18th Regrowth 124th year of Ascendancy at 10:25 see stats
By Time to get fisted the Ogre Brawler level 32
14th Haze 123rd year of Ascendancy at 21:16 see stats
By Time to get fisted the Ogre Brawler level 18
47th Regrowth 123rd year of Ascendancy at 05:49 see stats
By Time to get fisted the Ogre Brawler level 36
23rd Regrowth 124th year of Ascendancy at 02:25 see stats
By Time to get fisted the Ogre Brawler level 43
56th Dusk 124th year of Ascendancy at 02:46 see stats
By Time to get fisted the Ogre Brawler level 43
53rd Dusk 124th year of Ascendancy at 06:16 see stats
By Time to get fisted the Ogre Brawler level 50
70th Haze 124th year of Ascendancy at 15:08 see stats
By Time to get fisted the Ogre Brawler level 22
38th Pyre 123rd year of Ascendancy at 21:15 see stats
By Time to get fisted the Ogre Brawler level 10
2nd Dusk 122nd year of Ascendancy at 13:57 see stats
By Time to get fisted the Ogre Brawler level 22
38th Pyre 123rd year of Ascendancy at 21:15 see stats
By Time to get fisted the Ogre Brawler level 45
1st Time of Equilibrium 124th year of Ascendancy at 19:06 see stats
By Time to get fisted the Ogre Brawler level 15
61st Haze 122nd year of Ascendancy at 21:54 see stats
By Time to get fisted the Ogre Brawler level 33
53rd Haze 123rd year of Ascendancy at 11:22 see stats
By Time to get fisted the Ogre Brawler level 34
61st Haze 123rd year of Ascendancy at 16:34 see stats
By Time to get fisted the Ogre Brawler level 50
70th Haze 124th year of Ascendancy at 15:09 see stats
By Time to get fisted the Ogre Brawler level 37
35th Regrowth 124th year of Ascendancy at 06:54 see stats
By Time to get fisted the Ogre Brawler level 10
4th Dusk 122nd year of Ascendancy at 22:01 see stats
By Time to get fisted the Ogre Brawler level 20
34th Pyre 123rd year of Ascendancy at 20:35 see stats
By Time to get fisted the Ogre Brawler level 38
77th Regrowth 124th year of Ascendancy at 18:32 see stats
By Time to get fisted the Ogre Brawler level 34
61st Haze 123rd year of Ascendancy at 09:46 see stats
By Time to get fisted the Ogre Brawler level 27
25th Dusk 123rd year of Ascendancy at 00:26 see stats
By Time to get fisted the Ogre Brawler level 17
24th Regrowth 123rd year of Ascendancy at 12:11 see stats
By Time to get fisted the Ogre Brawler level 32
15th Haze 123rd year of Ascendancy at 16:53 see stats
Log
Time to get fisted deactivates Striking Stance.
Time to get fisted deactivates Exploit Weakness.
Time to get fisted deactivates Precise Strikes.
Time to get fisted deactivates Slow Motion.
Time to get fisted deactivates Daunting Presence.
Time to get fisted deactivates Yarrrr!!.