
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Race Rebalancing Addon aka RACISM 1.4.6Rebalancing Almost Completely Inferior and Superior Mooks aka RACISM! More Yeti Muscle Rewards 1.4.6Slightly improves and expands the rewards available for bringing Yeti muscles to the Old Psi-Machine, to make build diversity in Embers closer to that of the main campaign: Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Marson's Bosses Gone AWOL 1.2.5The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Rogue Mobility 1.4.8Adds the Mobility Generic Tree to: Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Exotic randarts 1.4.6Allows you to purchase Trident and Whip randarts from the lost merchant at Last Hope. Relies on having a separate addon for defining tiered whips, such as http://te4.org/games/addons/tome/exotic-weapon-master. Items Vault 1.4.8Donators/Buyers bonus! Adventurer Buff Addon 1.4.6Gives Adventurers 3 more Category Points at creation, from 7 to 10. Credit for the original code goes to SirSlush. Escort Mastery Buff Addon 1.4.8Horros Don't Walk 1.4.8An edit of the Worm's Don't Walk Addon, prevents Worms That Walk, Nightmare Horrors, and Dreaming Horrors from being spawned. Exotic Weapon Master 1.4.3Let your character to be an exotic weapon master: - Allows training of Exotic Weapon Mastery - Gives out more exotic weapons - The Library in Last Hope now sells exotic weapons This addon "borrows" something from two existing addons: - grayswandir's More Exotic Weapons
http://te4.org/games/addons/tome/more-exotic-weapons
- Effigy's Unlock Exotic Mastery
http://te4.org/games/addons/tome/unlock-exoticThanks to you guys. Anti Stun Addon 1.4.6Nerfs the debilitating effects of Stun to make it less cancerous. Multi-Class Challenge (Slight Edit by Rae) 1.4.2Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, look at your Game Options for a new tab. Select your Escorts 1.3.3Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Fuck Patrols Addon 1.4.8All World Map Patrols have been disabled because they're fucking annoying and nobody likes them. Playable Naloren Race 1.4.2Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Constitution Viability Buff Addon 1.4.6Constitution now grants: Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Mindslayer |
| Level / Exp | 65 / 24% |
| Size | small |
| Lifes / Deaths | Killed by multi-hued crystal at level 8 on the 2nd Summertide 122nd year of Ascendancy at 17:06 0 / 10Killed by Beloma the thief at level 15 on the 3rd Haze 122nd year of Ascendancy at 15:16 Killed by Captain Crow's Inner Demon at level 21 on the 30th Haze 122nd year of Ascendancy at 11:45 Killed by Glitha the water imp at level 39 on the 8th Decay 122nd year of Ascendancy at 14:20 Killed by war hound at level 40 on the 9th Decay 122nd year of Ascendancy at 22:51 Killed by Adiganne the skeleton assassin at level 42 on the 7th Allure 123rd year of Ascendancy at 21:25 Killed by Voreth the skeleton magus at level 47 on the 69th Regrowth 123rd year of Ascendancy at 09:28 Killed by Ce'Nidatta the ghast at level 52 on the 14th Pyre 123rd year of Ascendancy at 04:14 Killed by Emelayatta the rogue at level 59 on the 64th Pyre 123rd year of Ascendancy at 04:13 Killed by Captain Crow's Inner Demon at level 65 on the 14th Dusk 123rd year of Ascendancy at 07:26 |
| Antimagic | Follower |
Primary Stats
| Strength | 146 (base 75) |
| Dexterity | 62 (base 75) |
| Constitution | 67 (base 75) |
| Magic | 42 (base 37) |
| Willpower | 104 (base 75) |
| Cunning | 96 (base 75) |
Resources
| Life | -111/2815 |
| Equilibrium | 71 |
| Stamina | 519/524 |
| Psi | 164/164 |
| Healing Factor | 2.085 |
| Regeneration | 182.26523174785 |
Speed
| Mental | -20% |
| Attack | -30% |
| Movement | +59.30768307989% |
| Spell | -30% |
| Global | +83.096953988998% |
Vision
| Sight | 12 |
| Lite | 13 |
| Infravision | 14 |
| See Stealth | 18 |
| See Invisible | 50 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 248 |
| Accuracy | 93 |
| Crit Chance | 161% |
| APR | 107 |
| Speed | 1.25 |
Offense: Offhand
| Damage | 205 |
| Accuracy | 93 |
| Crit Chance | 156% |
| APR | 107 |
| Speed | 1.25 |
Offense: Spell
| Spellpower | 36 |
| Crit Chance | 28% |
| Speed | 1.4285714285714 |
Offense: Mind
| Mindpower | 83 |
| Crit Chance | 28% |
| Speed | 1.4285714285714 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 51 (66.116504854369%) |
| Defense | 92 |
| Ranged Defense | 92 |
| Fatigue | 0 |
| Physical Save | 55 |
| Spell Save | 52 |
| Mental Save | 26 |
Defense: Resistances
| All | + 25%( 70%) |
Defense: Immunities
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 87% |
| Knockback Resistance | 0% |
| Stun Resistance | 100% |
| Poison Resistance | 15% |
| Blind Resistance | 90% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 35% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 543 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 221 and cleanse 1 wound and poison effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 751% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 309 and cleanse 1 wound and poison effect. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Absorption | 1.30 |
| 6/5 |
| 4/5 |
| 6/5 |
| 2/5 |
| Technique / Bloodthirst | 1.10 |
| 5/5 |
| 6/5 |
| 4/5 |
| 5/5 |
| Psionic / Voracity | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Psionic / Projection | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Psionic / Focus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Battle tactics | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat veteran | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Psionic / Charged mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 6/5 |
| Psionic / Augmented striking | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Dual techniques | 1.20 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Dual weapons | 1.20 |
| 4/5 |
| 6/5 |
| 4/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 3/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 6/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 4/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 6/5 |
| 1/5 |
| 6/5 |
| 0/5 |
| 6/5 |
| Psionic / Augmented mobility | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 2/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Field control | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Thermal Shield |
| talent | Beyond the Flesh |
| talent | Wild Growth |
| talent | Charged Aura |
| talent | Kinetic Shield |
| talent | Precision |
| talent | Augmentation |
| talent | Skate |
| talent | Elemental Harmony |
| talent | Antimagic Shield |
| talent | Kinetic Aura |
| talent | Total Thuggery |
| detrimental effect | Reduces global action speed by 60%. Slow |
| beneficial effect | The thrill of combat improves the target's maximum life by 12%, life regeneration by 29.44, and stamina regeneration by 5.89. Bloodbath |
| detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
| beneficial effect | The target's combat attack and crit chance are improved by 28 and 14%, respectively. Perfect control |
| beneficial effect | This creatures psionic focus item is supercharged! Frenzied Focus |
| beneficial effect | Increases global speed by 23%. Quick |
| beneficial effect | A flow of life spins around the target, regenerating 35.42 life per turn. Regeneration |
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+26). Continuum Destabilization |
| beneficial effect | The target is recovering 45 life each turn. Recovery |
| detrimental effect | The target is infected by a disease, reducing its constitution by 61 and doing 61.71 blight damage per turn. Rotting Disease |
| detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 30%. Cripple |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| detrimental effect | The target is poisoned, taking 6.86 nature damage per turn and decreasing all heals received by 48%. Insidious Poison |
| beneficial effect | 53% chance to score a secondary blow. Greater Weapon Focus |
| beneficial effect | You gain 49% resistance against arcane. Resolve |
| detrimental effect | The target's mental faculties have been impaired, reducing its mental save by 72. Sundered Mind |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 61 and doing 61.71 blight damage per turn. Decrepitude Disease |
| beneficial effect | Increases global speed by 16%. Elemental Harmony |
| detrimental effect | The target is silenced, preventing it from casting spells and using some vocal talents. Silenced |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 6. Militant Mind |
| beneficial effect | The target has 50% chance to evade melee attacks and gains 56 defense. Evasion |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You abandoned lost tinker to death. Escort: lost tinker (level 1 of Dreadfell) | failed |
You failed to protect the lost tinker from death by Polathra the great wolf. Escort: lost tinker (level 2 of Old Forest) | failed |
You failed to protect the lost tinker from death by Xeruyalle the rattlesnake. Escort: lost tinker (level 3 of Old Forest) | failed |
You failed to protect the lost warrior from death by Silaldata the copperhead snake. Escort: lost warrior (level 1 of Old Forest) | failed |
You failed to protect the lost warrior from death by Emina the ultimate faeros. Escort: lost warrior (level 2 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Norgos Lair. Escort: temporal explorer (level 2 of Norgos Lair)As a reward you improved talent Dream Walk (+1 level(s)). | 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 |
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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 409. | 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. You have been shown a secret entrance to his stronghold. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed vial of fire wyrm saliva. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed electric eel tail. * You've found the needed wretchling eyeball. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed mummified bone. * You've found the needed pouch of faeros ash. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 within20 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Flaremonster the orichalcum trident (54-86.4 power, 16 apr) Flaremonster the orichalcum trident (54-86.4 power, 16 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / trident ; tier 5 Base power: 54.0 - 86.4 Uses stat: 159% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 56% chance to gain 10% of a turn * 81% chance to cause random gloom On weapon crit: * cripple the target Damage (Melee): +4 temporal / +35 mind Burst (radius 1) on hit: +8 fire Burst (radius 2) on crit: +4 temporal When wielded/worn: Accuracy: +19 (+4 eff.) Physical crit. chance: +17.0% Defense: +21 (+6 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +15% mind / +5% temporal Disarm immunity: +67% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
| On hands | Alydor the voratun gauntlets (0 def, 3 armour) =Muh Deeps= Alydor the voratun gauntlets (0 def, 3 armour) =Muh Deeps=Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Armour: +3 Effects on melee hit: * 47% chance to cause random gloom Damage (Melee): 72 mind / 66 darkness Changes stats: +3 Con / +1 Mag Changes resistances penetration: +5% arcane / +5% blight Grants telepathy: Humanoid/Orc Physical save: +9 (+3 eff.) Mental save: -6 (-3 eff.) Disarm immunity: +45% Spellpower: +4 (+2 eff.) Mindpower: +18 (+4 eff.) When used to modify unarmed attacks: Base power: 26.5 - 37.1 Uses stats: 73% Wil, 83% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +11 Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Reproach (20% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). It can be used to activate talent Ruined Earth, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
| Light source | dwarven lantern 'Berykor' dwarven lantern 'Berykor'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +16 (+2 eff.) Changes stats: +1 Mag / +7 Wil / +10 Con Changes resistances: +15% blight / +3% cold / +6% nature Changes resistances penetration: +5% blight Critical mult.: +17.00% Spell save: +10 (+4 eff.) Blindness immunity: +50% Disease immunity: +10% Confusion immunity: +30% Life regen: +5.00 Light radius: +9 See stealth: +18 See invisible: +25 It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 6.5 Power cost: 27 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 60 for 10 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Balegorab the drakeskin leather cap (0 def, 11 armour) =Muh Heal Mod= Balegorab the drakeskin leather cap (0 def, 11 armour) =Muh Heal Mod=Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +6 (+1 eff.) Armour: +11 Fatigue: +5% Changes stats: +5 Str / +3 Dex / +7 Con Changes resistances: +14% nature / +9% mind Changes resistances penetration: +5% temporal Reduces incoming crit damage: 10.00% Physical save: +3 (+1 eff.) Spell save: +8 (+3 eff.) Maximum life: +110.00 Infravision radius: +2 Healing mod.: +45% A cap made of leather. |
| On feet | pair of voratun boots 'Siluwe' (25 def, 5 armour) pair of voratun boots 'Siluwe' (25 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +25 (+8 eff.) Fatigue: +4% Damage when hit (Melee): 16 acid Changes stats: +4 Str / +2 Wil / +2 Cun / +4 Con Changes damage: +6% acid Mental save: +15 (+7 eff.) Life regen: +5.50 Healing mod.: +30% Heals friendly targets nearby when you use a nature summon: +20 It can be used to activate talent Evasion, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 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 35% chance to completely evade them and granting you 38 defense for 15 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | Aerorin the dwarven-steel pickaxe (dig speed 10 turns) Aerorin the dwarven-steel pickaxe (dig speed 10 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +3 Defense: +6 (+2 eff.) Changes stats: +4 Str Changes resistances: +8% physical Reduces incoming crit damage: 5.00% Mental save: +18 (+9 eff.) Light radius: +2 Infravision radius: +2 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 18 cooldown : Effective talent level: 5.2 Power cost: 18 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +103 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Blazereeve the voratun ring Blazereeve the voratun ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Damage when hit (Melee): 12 arcane / 12 light Changes stats: +8 Str / +7 Wil / +6 Cun / +10 Con Changes resistances: +40% nature / +6% light Changes resistances penetration: +5% arcane Changes damage: +20% nature Mindpower: +11 (+3 eff.) Light radius: +3 Rings can have magical properties. |
| On fingers | Mirespitter =First Ring= Mirespitter =First Ring=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +1 Physical power: +15 (+2 eff.) Fatigue: -8% Effects on melee hit: * Slows global speed by 15% Changes stats: +10 Str / +12 Con Changes resistances: +38% acid Changes resistances penetration: +15% nature Changes damage: +19% acid Maximum encumbrance: +68 Physical save: +13 (+4 eff.) Spell save: +3 (+1 eff.) Maximum life: +10.00 Rings can have magical properties. |
| Around neck | voratun amulet 'Cureroar' voratun amulet 'Cureroar'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +8 Physical crit. chance: +6.0% Physical power: +9 (+1 eff.) Effects on melee hit: * 20 arcane resource burn * Slows global speed by 15% Damage when hit (Melee): 8 nature Changes resistances: +6% blight / +6% arcane / +3% nature / +12% mind Changes damage: +10% physical Critical mult.: +20.00% Spell save: +20 (+7 eff.) Blindness immunity: +40% Infravision radius: +10 Sight radius: +2 See invisible: +13 Combat speed: +10% Amulets can have magical properties. |
| In main hand | Mercy (35-45.5 power, 9 apr) Mercy (35-45.5 power, 9 apr)Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 78% Wil, 59% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals physical damage equal to 3% of the target's missing health When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Emura the Glarehue (38.5-50.05 power, 9 apr) Emura the Glarehue (38.5-50.05 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 78% Wil, 48% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +20% Damage (Melee): +48 insidious poison / +12 light When wielded/worn: Physical crit. chance: +12.0% Changes stats: +4 Con Changes resistances: +8% all Changes resistances penetration: +12% nature Reduces incoming crit damage: 15.00% Life regen: +0.40 Sharp, short and deadly. |
| Cloak | Nerilaith (3 def, 0 armour) Nerilaith (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +2 Dex / +3 Mag / +2 Con Changes resistances: +47% darkness / +6% arcane Changes resistances penetration: +40% darkness Changes damage: +50% darkness Stealth bonus: +50 Maximum life: +60.00 See invisible: +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | drakeskin leather armour 'Earthviper' (19 def, 8 armour) =Godly= drakeskin leather armour 'Earthviper' (19 def, 8 armour) =Godly=Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +20 Physical crit. chance: +17.0% Physical power: +8 (+1 eff.) Armour: +8 Defense: +19 (+6 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 41% Changes resistances: +6% acid / +9% lightning Critical mult.: +17.00% Poison immunity: +15% Life regen: +3.10 Stamina each turn: +1.30 Maximum life: +120.00 Healing mod.: +23% Chance to avoid any damage: +9% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 24 cooldown : Effective talent level: 4.0 Power cost: 24 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 50% of your stamina. A suit of armour made of leather. |
Inventory
Primal Infusion (affinity 17%; cure magical, physical, mental) Primal Infusion (affinity 17%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 17% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
wild infusion of the titan (resist 21%; cure physical) wild infusion of the titan (resist 21%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Flashrot =Current Ammy +7 Cap= Flashrot =Current Ammy +7 Cap=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +12 (+4 eff.) Fatigue: -10% Damage when hit (Melee): 4 lightning Changes stats: +1 Str / +2 Dex / +1 Mag Changes resistances: +30% mind Changes resistances cap: +7% all Changes damage: +3% arcane Critical mult.: +15.00% Physical save: +27 (+8 eff.) Confusion immunity: +47% Life regen: +4.50 Maximum vim: +30.00 Amulets can have magical properties. |
Withering Orbs =Blind Fight= Withering Orbs =Blind Fight=Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
voratun amulet 'Growwasp' voratun amulet 'Growwasp'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +24 (+5 eff.) Armour penetration: +8 Physical crit. chance: +6.0% Physical power: +12 (+2 eff.) Fatigue: -9% Changes stats: +5 Str / +10 Dex / +8 Cun / +9 Con Changes resistances: +9% fire Changes damage: +6% nature Talent mastery: +0.39 Technique / Combat techniques Critical mult.: +20.00% Life regen: +1.50 Stamina each turn: +1.40 Movement speed: +10% Amulets can have magical properties. |
Malirain the voratun ring Malirain the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Changes stats: +10 Str / +10 Mag / +10 Con Changes resistances: +9% cold Physical save: +10 (+3 eff.) Spell save: +20 (+7 eff.) Poison immunity: +15% Silence immunity: +25% Disarm immunity: +46% Pinning immunity: +50% Knockback immunity: +50% Teleport immunity: +15% Maximum life: +50.00 Rings can have magical properties. |
voratun ring 'Magmagore' voratun ring 'Magmagore'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Physical power: +15 (+2 eff.) Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 8 fire Changes stats: +8 Str / +9 Dex / +10 Cun / +10 Con Changes resistances: +9% acid / +40% fire Changes resistances penetration: +5% lightning / +20% fire Changes damage: +12% acid / +20% fire Rings can have magical properties. |
Crude Iron Battle Axe of Kroll (68-102 power, 7 apr) Crude Iron Battle Axe of Kroll (68-102 power, 7 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 68.0 - 102.0 Uses stat: 170% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Changes stats: +2 Dex / +2 Con Changes damage: +10% physical Stun/Freeze immunity: +30% Knockback immunity: +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
Eksatin's Ultimatum (63-94.5 power, 25 apr) Eksatin's Ultimatum (63-94.5 power, 25 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 63.0 - 94.5 Uses stat: 170% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +25.0% Attack speed: 100% On weapon crit: * decapitate a weakened target When wielded/worn: Critical mult.: +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
The Gaping Maw (72-108 power, 4 apr) The Gaping Maw (72-108 power, 4 apr)Requires: - Strength 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stat: 159% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon crit: * deal manaburn damage equal to your mindpower in a radius 3 cone Damage (Melee): +50 acid / +50 nature slow When wielded/worn: Talents cooldown: Ice Claw (-1 turn) Mana Clash (-2 turns) Swallow (-2 turns) This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
Icy Kill (35-45.5 power, 10 apr) =Icccyyy Killl Boyzzz= Icy Kill (35-45.5 power, 10 apr) =Icccyyy Killl Boyzzz=Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 78% Wil, 48% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Orc Feller (45-58.5 power, 11 apr) Orc Feller (45-58.5 power, 11 apr)Requires: - Dexterity 44 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 45.0 - 58.5 Uses stats: 68% Wil, 59% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +5 Dex Changes damage: +8% light / +10% physical Grants telepathy: Humanoid/Orc Pinning immunity: +50% Light radius: +1 During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. |
balanced voratun dagger of nature (38-49.4 power, 9 apr) balanced voratun dagger of nature (38-49.4 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 78% Wil, 48% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +11 (+2 eff.) Defense: +12 (+4 eff.) Changes resistances: +8% all Changes resistances penetration: +9% nature Disarm immunity: +35% Sharp, short and deadly. |
voratun dagger 'Eremoradohir' (39-50.7 power, 9 apr) voratun dagger 'Eremoradohir' (39-50.7 power, 9 apr)Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 78% Wil, 48% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage (Melee): +15 darkness Burst (radius 1) on hit: +4 mind Damage against: +15% Living / +24% Unnatural When wielded/worn: Physical power: +10 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +6 Con Changes resistances: +6% light / +6% temporal Changes resistances penetration: +11% physical Critical mult.: +15.00% Disarm immunity: +23% Mental crit. chance: +1% Sharp, short and deadly. |
Genocide (42-67.2 power, 4 apr) Genocide (42-67.2 power, 4 apr)Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 42.0 - 67.2 Uses stat: 159% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Xeruwen the Festerstone (61-97.6 power, 4 apr) =Uber 0.8= Xeruwen the Festerstone (61-97.6 power, 4 apr) =Uber 0.8=Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.0 - 97.6 Uses stat: 159% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% Damage (Melee): +84 insidious poison Burst (radius 2) on crit: +33 ice When wielded/worn: Armour penetration: +21 Physical crit. chance: +21.0% Physical power: +2 (+0 eff.) Armour: +19 Changes stats: +2 Con Changes resistances: +3% temporal Changes resistances penetration: +21% cold Critical mult.: +37.00% Reduces incoming crit damage: 10.00% Stun/Freeze immunity: +10% Stamina each turn: +0.60 Massive two-handed swords. |
Corpathus (40-56 power, 12 apr) Corpathus (40-56 power, 12 apr)Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stat: 138% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +4.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Critical mult.: +0.00% Cut immunity: -25% Maximum vim: +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
drakeskin leather sling 'Prismobsidian' drakeskin leather sling 'Prismobsidian'Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stat: 30% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * 19% chance to daze * 40% chance to blind Burst (radius 2) on crit: +4 nature When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +3% mind Changes resistances penetration: +15% lightning / +37% physical Changes damage: +42% physical / +6% light / +3% temporal Stun/Freeze immunity: +35% Slings are used to hurl stones or metal shots at your foes. |
Isyldaseth (30-36 power, 6 apr, physical element) Isyldaseth (30-36 power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 80% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +10% When wielded/worn: Damage (Melee): 64 fire Damage when hit (Melee): 4 arcane Changes resistances: +5% arcane / +9% temporal Changes damage: +30% physical Talent granted: +1 Command Staff Critical mult.: +64.00% Spell save: +30 (+10 eff.) Spellpower: +35 (+13 eff.) Spell crit. chance: +21% See invisible: +40 Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Shadepride' (30-36 power, 6 apr, arcane element) dragonbone magestaff 'Shadepride' (30-36 power, 6 apr, arcane element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 80% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +24 physical When wielded/worn: Physical crit. chance: +3.0% Armour: +8 Defense: +8 (+3 eff.) Damage (Melee): 58 fire Damage when hit (Melee): 8 darkness Changes stats: +3 Str Changes resistances: +3% darkness Maximum wards: +2 arcane Changes damage: +30% arcane Talents granted: +1 Command Staff +5 Ward Critical mult.: +73.00% Spellpower: +35 (+13 eff.) Spell crit. chance: +5% See invisible: +40 Healing mod.: +15% Staves designed for wielders of magic, by the greats of the art. |
Islybeth the Cinderrupture (54-86.4 power, 16 apr) Islybeth the Cinderrupture (54-86.4 power, 16 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 54.0 - 86.4 Uses stat: 159% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% On weapon crit: * splashes the target with acid * cripple the target Damage (Melee): +23 acid When wielded/worn: Accuracy: +13 (+2 eff.) Physical crit. chance: +16.0% Changes stats: +2 Str / +4 Wil Changes resistances: +9% fire Changes damage: +16% physical Stamina when hit: +3.00 Spellpower: +6 (+3 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
voratun waraxe 'Toruvon' (40-56 power, 6 apr) voratun waraxe 'Toruvon' (40-56 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stat: 138% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 111% On weapon hit: * 30% chance to disease Damage Shield penetration (this weapon only): +20% Damage (Melee): +30 blight Burst (radius 1) on hit: +4 mind When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +15 Physical crit. chance: +15.0% Changes stats: +7 Dex Critical mult.: +35.00% Maximum encumbrance: +30 Stamina each turn: +0.80 Maximum stamina: +5.00 Heals friendly targets nearby when you use a nature summon: +40 One-handed war axes. |
Zubita the Blindlace Zubita the BlindlacePowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Physical power: +12 (+2 eff.) Effects on melee hit: * 56% chance to inflict damage reduction * 20% chance to disease Damage when hit (Melee): 4 temporal Changes stats: +6 Mag Changes resistances: +6% darkness Changes resistances penetration: +15% arcane / +5% temporal Changes damage: +6% blight / +6% temporal / +3% darkness Critical mult.: +29.00% Mana each turn: +0.53 Maximum mana: +48.00 A belt that goes around your waist. |
drakeskin leather belt 'Abyssreign' drakeskin leather belt 'Abyssreign'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Physical power: +10 (+1 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +6 Cun / +6 Dex Changes resistances: +6% blight / +9% fire / +12% nature Spell save: +15 (+5 eff.) Maximum life: +70.00 Mental crit. chance: +15% Light radius: +1 Size category: +1 A belt that goes around your waist. |
drakeskin leather belt 'Ebonymaim' drakeskin leather belt 'Ebonymaim'Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Armour: +15 Defense: +15 (+5 eff.) Damage when hit (Melee): 4 darkness Changes stats: +6 Dex / +6 Wil / +6 Cun Changes resistances: +12% blight / +9% darkness Changes resistances penetration: +10% blight Changes damage: +6% blight Physical save: +25 (+7 eff.) Mental save: +15 (+7 eff.) Maximum life: +82.00 Mental crit. chance: +14% A belt that goes around your waist. |
drakeskin leather belt 'Swamplace' drakeskin leather belt 'Swamplace'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Changes stats: +1 Str / +6 Dex / +4 Mag / +11 Cun / +10 Lck Changes resistances: +9% nature Changes damage: +3% mind Critical mult.: +14.00% Trap disarming bonus: +5 Stealth bonus: +15 Maximum life: +70.00 Light radius: +1 Infravision radius: +5 A belt that goes around your waist. |
Erokhad the cashmere cloak (10 def, 5 armour) Erokhad the cashmere cloak (10 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +5 Defense: +10 (+3 eff.) Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 16 blight Changes resistances: +6% blight Changes resistances penetration: +16% arcane / +5% blight Changes damage: +17% arcane Critical mult.: +36.00% Physical save: +13 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +14 (+7 eff.) Maximum mana: +74.00 Spellpower: +11 (+5 eff.) Spell crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Nimbusmistress (3 def, 13 armour) Nimbusmistress (3 def, 13 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +34 (+7 eff.) Armour: +13 Defense: +3 (+1 eff.) Fatigue: -9% Changes stats: +6 Str / +1 Cun / +6 Con Changes resistances: +9% lightning / +30% cold Changes resistances penetration: +10% lightning / +20% mind Physical save: +15 (+5 eff.) Hate when firing a critical mind attack: +3.00 Maximum life: +203.00 Maximum stamina: +32.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +1% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Delemarim' (2 def, 0 armour) cashmere cloak 'Delemarim' (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 4 acid Changes stats: +5 Str / +5 Con Changes resistances: +9% lightning / +3% cold / +6% mind / +9% nature Physical save: +9 (+3 eff.) Mental save: +10 (+5 eff.) Stun/Freeze immunity: +5% Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Xeranne' (16 def, 10 armour) elven-silk cloak 'Xeranne' (16 def, 10 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +16 (+5 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 8 temporal Changes stats: +6 Wil / +5 Mag Changes resistances: +12% temporal Changes resistances penetration: +15% arcane / +15% blight Changes damage: +13% arcane Critical mult.: +25.00% Physical save: +20 (+6 eff.) Spell save: +21 (+7 eff.) Mental save: +25 (+12 eff.) Maximum mana: +66.00 Spellpower: +9 (+4 eff.) Spell crit. chance: +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Droran (3 def, 0 armour) Droran (3 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +8% blight / +25% lightning / +25% acid Changes damage: +17% lightning / +3% mind / +17% acid Grants telepathy: Humanoid/Orc Life regen: +2.60 Maximum life: +80.00 Mindpower: +6 (+2 eff.) Healing mod.: +18% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Olehek (5 def, 0 armour) Olehek (5 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +37% blight / +6% light / +3% darkness / +28% nature Changes damage: +19% nature / +3% physical Spell save: +10 (+4 eff.) Silence immunity: +15% Pinning immunity: +15% Knockback immunity: +10% Life regen: +10.30 Maximum life: +180.00 Healing mod.: +49% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Blackclamor (0 def, 4 armour) Blackclamor (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -5% Damage when hit (Melee): 4 darkness Changes stats: +3 Dex / +6 Cun / +3 Con Changes resistances penetration: +5% darkness / +25% temporal Changes damage: +3% temporal Physical save: +16 (+5 eff.) Mental save: +16 (+8 eff.) Stamina each turn: +0.50 Maximum life: +45.00 Movement speed: +10% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.9 Power cost: 10 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 6 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
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 (+1 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+3 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Balendil the drakeskin leather gloves (0 def, 9 armour) Balendil the drakeskin leather gloves (0 def, 9 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Armour: +9 Changes stats: +1 Mag Changes resistances: +12% temporal Critical mult.: +13.00% Mental save: +15 (+7 eff.) Life regen: +3.10 Stamina each turn: +1.70 Maximum life: +67.00 Maximum stamina: +33.00 Maximum vim: +10.00 Spellpower: +4 (+2 eff.) Spell crit. chance: +18% Mental crit. chance: +16% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% When used to modify unarmed attacks: Base power: 40.5 - 44.6 Uses stats: 73% Wil, 83% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +13 Armour Penetration: +5 Physical crit. chance: +17.0% Attack speed: 100% When this weapon hits: Slumber (10% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Burst (radius 1) on hit: +4 temporal Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 73% Wil, 83% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Displacement Shield (10% chance level 1). When this weapon hits: Greater Weapon Focus (10% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+3 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) When used to modify unarmed attacks: Base power: 25.0 - 35.0 Uses stats: 73% Wil, 83% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 87% When this weapon hits: Implode (5% chance level 1). When this weapon hits: Perfect Control (5% chance level 1). When this weapon hits: Quick as Thought (5% chance level 3). When this weapon hits: Poisonous Bite (20% chance level 3). It can be used to activate talent Mindhook (costing 11 power out of 24/24) : Effective talent level: 5.2 Power cost: 11 out of 24/24. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 7 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Grinagen (0 def, 3 armour) Grinagen (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +35 (+7 eff.) Armour: +3 Damage (Melee): 15 acid Changes stats: +5 Dex Changes resistances: +10% acid Changes damage: +11% acid Physical save: +39 (+11 eff.) Mental save: +10 (+5 eff.) Disarm immunity: +48% Equilibrium when hit: +0.12 Mana when firing critical spell: +3.00 Maximum psi: +30.00 Spellpower: +8 (+4 eff.) Healing mod.: +45% When used to modify unarmed attacks: Base power: 29.0 - 40.6 Uses stats: 73% Wil, 83% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +20 Armour Penetration: +15 Physical crit. chance: +22.0% Attack speed: 83% When this weapon hits: Acid Breath (10% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). Burst (radius 2) on crit: +10 acid Metal gloves protecting the hands up to the middle of the lower arm. |
Ruthless Grip (0 def, 5 armour) Ruthless Grip (0 def, 5 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 20 darkness / 20 cold Changes damage: +20% darkness / +20% cold Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -20% When used to modify unarmed attacks: Base power: 31.0 - 43.4 Uses stats: 113% Wil, 83% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 83% It can be used to activate talent Frost Grab (costing 14 power out of 30/30) : Effective talent level: 4.0 Power cost: 14 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Grab a target and transport it next to you, covering it with frost, reducing its movement speed by 50% for 7 turns. The ice will also deal 57.83 cold damage. The damage will increase with your Spellpower. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Spellhunt Remnants (6 def, 8 armour) =Shred= Spellhunt Remnants (6 def, 8 armour) =Shred=Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Spell save: +15 (+5 eff.) Mindpower: +12 (+3 eff.) Mental crit. chance: +5% Light radius: +1 When used to modify unarmed attacks: Base power: 34.0 - 47.6 Uses stats: 73% Wil, 83% Cun Damage type: Physical Armour Penetration: +18 Physical crit. chance: +12.0% Attack speed: 83% When this weapon hits: Destroy Magic (100% chance level 5). When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Aura of Silence (10% chance level 1). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 183.00 arcane damage and stunned), costing 66 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Corrupted Gaze (4 def, 8 armour) Corrupted Gaze (4 def, 8 armour)Requires: - Magic 16 - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +8 Defense: +4 (+2 eff.) Fatigue: +6% Changes stats: +5 Mag / +3 Wil / +4 Cun Changes resistances: +10% blight Changes resistances penetration: +10% blight Changes damage: +20% blight Talent mastery: +0.10 Corruption / Vim Disease immunity: +40% See stealth: +12 See invisible: +12 It can be used to activate talent Vimsense (costing 17 power out of 32/32) : Effective talent level: 3.0 Power cost: 17 out of 32/32. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 6 turns, in a radius of 10. The evil touch will reduce their blight resistance by 17%, but also make them aware of you. The resistance reduction will improve with your Spellpower. This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. |
Crown of Eternal Night (0 def, 3 armour) Crown of Eternal Night (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. You need to find something to bind its powers. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
Forestrage the voratun helm (0 def, 5 armour) =Breathe= Forestrage the voratun helm (0 def, 5 armour) =Breathe=Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 4 nature Changes stats: +8 Str / +9 Dex / +6 Wil Changes resistances: +12% blight / +25% cold Changes damage: +6% arcane / +9% blight Grants telepathy: Demon/Minor Demon/Major Allows you to breathe in: water Mental save: +12 (+6 eff.) Maximum psi: +50.00 Skullcracker multiplicator: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
The Black Crown (0 def, 15 armour) The Black Crown (0 def, 15 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Con / +10 Wil Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demon seeds +0.20 Corruption / Demonic pact Physical save: +5 (+2 eff.) Spell save: +5 (+2 eff.) Mental save: +5 (+2 eff.) Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
Yaldan Baoth (0 def, 6 armour) Yaldan Baoth (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +7 Con / +10 Wil Changes resistances: +10% light / +15% darkness Changes resistances cap: +10% darkness Changes damage: +10% light Sight radius: -2 Reduce all damage from unseen attackers: 25% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
Zubadann the hardened leather cap (0 def, 3 armour) Zubadann the hardened leather cap (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +3 Fatigue: +3% Damage when hit (Melee): 12 mind Changes stats: +4 Dex / +1 Mag / +4 Cun Changes resistances: +19% nature Changes damage: +6% mind Spell save: +12 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +145.00 Spell crit. chance: +2% Healing mod.: +32% A cap made of leather. |
This item will automatically be transmogrified when you leave the level. cashmere wizard hat (2 def, 0 armour)cashmere wizard hat (2 def, 0 armour) 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) A pointy cloth hat, very wizardly... |
voratun helm 'Bethethra' (8 def, 14 armour) voratun helm 'Bethethra' (8 def, 14 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +13 (+2 eff.) Armour: +14 Defense: +8 (+3 eff.) Fatigue: +5% Damage when hit (Melee): 16 physical Changes stats: +5 Str / +5 Wil / +5 Cun / +5 Con Changes resistances: +7% all Reduces incoming crit damage: 10.00% Physical save: +15 (+5 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Mindpower: +6 (+2 eff.) Healing mod.: +25% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Breath of Eyal (10 def, 10 armour) Breath of Eyal (10 def, 10 armour)Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+7 eff.) Mindpower: +10 (+2 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Cyrothra the hardened leather armour (3 def, 13 armour) Cyrothra the hardened leather armour (3 def, 13 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+1 eff.) Armour: +13 Defense: +3 (+1 eff.) Fatigue: +8% Damage (Melee): 7 fire Damage (Ranged): 7 fire Changes resistances: +14% physical / +12% fire Critical mult.: +12.00% Life regen: +2.80 Stamina each turn: +0.60 Maximum life: +40.00 Healing mod.: +12% A suit of armour made of leather. |
Elenantir the Oozequench (5 def, 23 armour) Elenantir the Oozequench (5 def, 23 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +23 Defense: +5 (+2 eff.) Fatigue: +8% Damage (Melee): 10 fire Damage (Ranged): 10 fire Damage when hit (Melee): 16 nature / 12 fire Changes stats: +2 Mag Changes resistances: +25% acid / +38% physical / +13% cold / +19% nature / +40% fire Changes damage: +9% arcane Spell save: +9 (+3 eff.) Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% A suit of armour made of leather. |
Masochism (0 def, 0 armour) Masochism (0 def, 0 armour)Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 It is part of a set of items. With a better grip it would be the destroyer of your enemies. When wielded/worn: Damage (Melee): 25 vim draining blight Damage when hit (Melee): 25 vim draining blight Changes stats: +3 Cun / +9 Mag Talent masteries: +0.20 Corruption / Sanguisuge +0.20 Corruption / Blood Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+5 eff.) Disease immunity: +100% Maximum vim: +25.00 Spellpower: +10 (+4 eff.) Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 It can be used to activate talent Blood Grasp (costing 8 power out of 12/12) : Effective talent level: 5.0 Power cost: 8 out of 12/12. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 146.93 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
Searrain (4 def, 9 armour) Searrain (4 def, 9 armour)Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 8 light / 4 fire Changes stats: +3 Wil Changes resistances: +9% acid / +7% physical / +16% darkness / +12% blight / +9% cold / +3% fire Changes resistances penetration: +10% blight / +10% fire Allows you to breathe in: water Physical save: +13 (+4 eff.) Light radius: +1 A suit of armour made of leather. |
Yvirin (5 def, 26 armour) =50 Res= Yvirin (5 def, 26 armour) =50 Res=Requires: - Strength 20 Infused by nature Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +26 Defense: +5 (+2 eff.) Fatigue: +8% Damage (Melee): 15 fire Damage (Ranged): 15 fire Changes stats: +7 Cun / +6 Wil Changes resistances: +50% physical / +37% fire Changes resistances penetration: +15% arcane Changes damage: +3% arcane / +3% blight Mental save: +16 (+8 eff.) Spellpower on spell critical (stacks up to 3 times): +8 A suit of armour made of leather. |
Sewerblast (9 def, 16 armour) =The Name= Sewerblast (9 def, 16 armour) =The Name=Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Effects on melee hit: * 20 arcane resource burn Changes resistances: +9% light / +33% cold / +5% arcane / +6% nature Spell save: +13 (+5 eff.) Life regen: +12.00 Stamina each turn: +2.50 Maximum life: +100.00 Healing mod.: +30% A suit of armour made of metal plates. |
5 agate 5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2387 alchemist agate 2387 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal 8 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz 8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Chakor (dig speed 11 turns) Chakor (dig speed 11 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +6 Physical power: +13 (+2 eff.) Fatigue: -6% Changes stats: +5 Str Changes resistances penetration: +5% mind Critical mult.: +12.00% Infravision radius: +2 Healing mod.: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 53 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 jade 3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Flaregore FlaregoreInfused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 24 mind / 12 fire Changes resistances: +6% lightning / +9% fire / +9% mind / +3% all Changes damage: +12% mind Spell save: +11 (+4 eff.) Mental save: +9 (+4 eff.) Blindness immunity: +38% Confusion immunity: +20% Mindpower: +9 (+2 eff.) Mental crit. chance: +9% Light radius: +8 See stealth: +12 See invisible: +11 It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 6.5 Power cost: 27 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 60 for 10 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Poruth' alchemist's lamp 'Poruth'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+1 eff.) Changes stats: +3 Wil Changes resistances penetration: +5% arcane Critical mult.: +11.00% Mental save: +6 (+3 eff.) Mana each turn: +0.12 Mana when firing critical spell: +2.00 Maximum vim: +30.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +6% Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
dwarven lantern 'Dazzlefear' dwarven lantern 'Dazzlefear'Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+1 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +2 Str / +2 Mag / +9 Wil / +9 Cun Changes resistances: +12% darkness / +15% light / +3% mind / +3% all Critical mult.: +20.00% Spell save: +14 (+5 eff.) Light radius: -6 Infravision radius: +11 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Fortune's Eye =Crow's Spyglass= Fortune's Eye =Crow's Spyglass=Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Defense: +12 (+4 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+5 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 12 power out of 35/35) : Effective talent level: 2.6 Power cost: 12 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 40 for 6 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
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 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 134 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
7 amethyst 7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 20 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. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 amber 2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 ametrine 8 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Captain Crow the Halfling Mindslayer level 11
24th Dusk 122nd year of Ascendancy at 14:54 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Captain Crow the Halfling Mindslayer level 21
30th Haze 122nd year of Ascendancy at 09:37 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Captain Crow the Halfling Mindslayer level 36
6th Decay 122nd year of Ascendancy at 23:29 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Captain Crow the Halfling Mindslayer level 59
63rd Pyre 123rd year of Ascendancy at 18:52 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Captain Crow the Halfling Mindslayer level 26
76th Haze 122nd year of Ascendancy at 20:06 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Captain Crow the Halfling Mindslayer level 52
14th Pyre 123rd year of Ascendancy at 12:42 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Captain Crow the Halfling Mindslayer level 21
30th Haze 122nd year of Ascendancy at 14:42 see stats
Headbanger (Insane (Adventure) difficulty)
Headbanged 20 bosses to death.By Captain Crow the Halfling Mindslayer level 59
64th Pyre 123rd year of Ascendancy at 06:26 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Captain Crow the Halfling Mindslayer level 60
8th Mirth 123rd year of Ascendancy at 17:50 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Captain Crow the Halfling Mindslayer level 10
10th Flare 122nd year of Ascendancy at 01:06 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Captain Crow the Halfling Mindslayer level 20
13rd Haze 122nd year of Ascendancy at 13:38 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Captain Crow the Halfling Mindslayer level 30
78th Haze 122nd year of Ascendancy at 23:40 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Captain Crow the Halfling Mindslayer level 40
9th Decay 122nd year of Ascendancy at 07:08 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Captain Crow the Halfling Mindslayer level 50
72nd Regrowth 123rd year of Ascendancy at 03:51 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Captain Crow the Halfling Mindslayer level 16
4th Haze 122nd year of Ascendancy at 17:52 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Captain Crow the Halfling Mindslayer level 29
78th Haze 122nd year of Ascendancy at 15:40 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Captain Crow the Halfling Mindslayer level 26
76th Haze 122nd year of Ascendancy at 21:50 see stats
Stralite Donator
Donated at least 31 euros to Tales of Maj'Eyal.By Captain Crow the Halfling Mindslayer level 60
8th Mirth 123rd year of Ascendancy at 18:36 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Captain Crow the Halfling Mindslayer level 8
7th Mirth 122nd year of Ascendancy at 11:46 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Captain Crow the Halfling Mindslayer level 63
11st Dusk 123rd year of Ascendancy at 20:40 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Captain Crow the Halfling Mindslayer level 29
78th Haze 122nd year of Ascendancy at 15:28 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Captain Crow the Halfling Mindslayer level 20
14th Haze 122nd year of Ascendancy at 07:49 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Captain Crow the Halfling Mindslayer level 52
14th Pyre 123rd year of Ascendancy at 04:14 see stats
Log
Captain Crow blocks Captain Crow's Inner Demon's attack and retaliates with his telekinetically wielded weapon!
Captain Crow misses Captain Crow's Inner Demon.
Captain Crow's Inner Demon is disarmed!
Captain Crow repels an attack from Captain Crow's Inner Demon.
Captain Crow's Inner Demon performs a melee critical strike against Captain Crow!
Captain Crow shrugs off the critical damage!
Captain Crow's mind surges with critical power!
Captain Crow is invigorated by the attack!
Captain Crow is invigorated by the attack!
Captain Crow is invigorated by the attack!
Captain Crow is invigorated by the attack!
Captain Crow's Inner Demon shrugs off the critical damage!
Captain Crow's Inner Demon's mind surges with critical power!
Captain Crow's Inner Demon is invigorated by the attack!
Captain Crow's Inner Demon's mind surges with critical power!
Captain Crow's Inner Demon is invigorated by the attack!
Captain Crow's Inner Demon's mind surges with critical power!
Captain Crow's Inner Demon is invigorated by the attack!
Captain Crow's Inner Demon is invigorated by the attack!
Captain Crow shrugs off the critical damage!
Captain Crow is invigorated by the attack!
Captain Crow's Inner Demon performs a melee critical strike against Captain Crow!
Captain Crow shrugs off the critical damage!
Captain Crow is invigorated by the attack!
Captain Crow resists the mind attack!
Captain Crow's mind surges with critical power!
Captain Crow is invigorated by the attack!
Captain Crow's Inner Demon uses Reproach.
Captain Crow's Inner Demon's mind surges with critical power!
Saving game...
