








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Brawler |
| Level / Exp | 50 / 2830% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 153 (base 65) |
| Dexterity | 165 (base 60) |
| Constitution | 92 (base 18) |
| Magic | 37 (base 8) |
| Willpower | 70 (base 33) |
| Cunning | 114 (base 60) |
Resources
| Life | 2090/2090 |
| Stamina | 357/357 |
| Healing Factor | 1.569649288381 |
| Regeneration | 8.079516590614 |
Speed
| Mental | +20% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 6 |
| See Stealth | 66.099250645117 |
| See Invisible | 72.099250645117 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Barehand
| Damage | 241 |
| Accuracy | 99 |
| Crit Chance | 87% |
| APR | 41 |
| Speed | 0.67 |
Offense: Spell
| Spellpower | 55 |
| Crit Chance | 47% |
| Speed | 1 |
Offense: Mind
| Mindpower | 64 |
| Crit Chance | 49% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +19% |
| Light | +28% |
| Nature | +26% |
| Physical | +84% |
| Cold | +34% |
| All | +16% |
Offense: Damage Penetration
| Temporal | +5% |
| Fire | 0% |
| Physical | +40% |
| Cold | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 27 (53.292302510663%) |
| Defense | 92 |
| Ranged Defense | 92 |
| Fatigue | 0 |
| Physical Save | 57 |
| Spell Save | 31 |
| Mental Save | 65 |
Defense: Resistances
| Acid | + 50%( 70%) |
| Blight | + 29%( 70%) |
| Physical | + 24%( 70%) |
| Cold | + 43%( 70%) |
| All | + 22%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 41%( 70%) |
| Temporal | + 42%( 70%) |
| Fire | + 59%( 70%) |
| Nature | + 35%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 49% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 40% |
| Silence Resistance | 50% |
| Bleed Resistance | 100% |
| Disarm Resistance | 89% |
| Pinning Resistance | 45% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 37% |
Inscriptions (5/5)
| Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 258 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 9 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 33%, your defense is increased by 33 and all your resistances by 33%. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 150 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 43 up to 7 times. Its effects scale with your Constitution stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Technique / Combat techniques | 1.60 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Technique / Finishing moves | 1.60 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Grappling | 1.60 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Technique / Pugilism | 1.60 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.60 |
| 3/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Technique / Unarmed training | 1.60 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.60 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.60 |
| 1/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Chant of Fortitude |
| talent | Exploit Weakness |
| talent | Trained Reactions |
| talent | Striking Stance |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| beneficial effect | Countering melee attacks: Has a 66% chance to get an automatic counter attack when avoiding a melee attack. (2.4 counters remaining) Counter Attacking |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Polaldanne the vampire lord. Escort: injured seer (level 2 of Dreadfell) | failed |
You failed to protect the injured seer from death by Lisera the large white snake. Escort: injured seer (level 2 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You failed to protect the lone alchemist from death by Gymina the lesser vampire. Escort: lone alchemist (level 8 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Elerath the stone troll. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost tinker to the recall portal on level 6 of Dreadfell. Escort: lost tinker (level 6 of Dreadfell)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Norgos Lair. Escort: worried loremaster (level 2 of Norgos Lair)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 7 of Dreadfell. Escort: worried loremaster (level 7 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 4218. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Hodas the Torchhack (21 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +18 (+3 eff.) Armour: +5 Defense: +21 (+4 eff.) Changes stats: +15 Dex Changes resistances: +9% lightning / +12% fire Changes damage: +6% light Blindness immunity: +20% Silence immunity: +50% Confusion immunity: +49% Stun/Freeze immunity: +50% Spellpower: +31 (+9 eff.) Mindpower: +18 (+4 eff.) Healing mod.: +10% A pair of boots made of leather. |
| On hands | drakeskin leather gloves 'Murknail' (0 def, 9 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +9 Effects on melee hit: * 21% chance to reduce damage dealt by 30% Changes stats: +4 Str / +3 Dex / +2 Mag / +9 Wil / +7 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +22 (+6 eff.) Mental save: +23 (+6 eff.) Disarm immunity: +42% Maximum life: +69.00 See invisible: +6 When used to modify unarmed attacks: Base power: 36.0 - 39.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +31 Armour Penetration: +5 Crit. chance: +18.0% Attack speed: 125% When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Set Up (10% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | Frigidvagrant (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +5 Fatigue: +5% Effects on melee hit: * 24% chance to gain 10% of a turn (3/turn limit) Changes stats: +7 Str / +19 Dex / +8 Cun / +8 Con / +17 Lck Changes resistances: +13% lightning / +14% temporal / +9% cold Changes resistances penetration: +20% cold / +5% temporal Changes damage: +6% cold Spell crit. chance: +7% Mental crit. chance: +8% Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% A cap made of leather. |
| Tool | voratun pickaxe 'Anygodas' (dig speed 12 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +9 (+2 eff.) Changes stats: +7 Str / +4 Con Changes resistances: +3% lightning / +6% cold / +14% nature / +6% light Changes damage: +10% nature Critical mult.: +20.00% Blindness immunity: +20% Stun/Freeze immunity: +20% Only die when reaching: -20.00 life Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Physical power: +20 (+4 eff.) Changes stats: +2 Dex / +6 Mag / +7 Cun Changes resistances: +3% cold Changes damage: +12% physical / +7% all Critical mult.: +20.00% Disarm immunity: +47% Pinning immunity: +45% Knockback immunity: +37% Maximum life: +35.00 Spellpower: +31 (+9 eff.) Mindpower: +14 (+3 eff.) Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around neck | Eilinunne the DazzlewakePowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +19 (+4 eff.) Damage when hit (Melee): 2 mind Changes stats: +10 Mag Changes resistances: +18% light Changes damage: +3% acid / +20% physical / +6% light Talent mastery: +0.40 Cunning / Dirty fighting Light radius: +2 Combat speed: +20% Amulets make your neck look great! |
| Main armor | Aeryldann (40 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +7 (+2 eff.) Armour: +8 Defense: +40 (+8 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to reduce armor by 37% Damage (Melee): 23 acid / 23 fire Damage when hit (Melee): 14 acid / 16 fire Changes stats: +4 Dex / +9 Wil / +11 Cun Changes resistances: +27% acid / +27% fire / +30% lightning Changes damage: +3% physical Critical mult.: +20.00% Mental save: +21 (+5 eff.) Maximum stamina: +20.00 Maximum hate: +2.00 Mental crit. chance: +1% A suit of armour made of leather. |
| Light source | alchemist's lamp 'Floesnake'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Changes stats: +3 Cun / +6 Wil Changes resistances: +3% physical Changes damage: +9% cold Critical mult.: +16.00% Psi when hit: +0.16 Only die when reaching: -40.00 life Maximum life: +100.00 Mindpower: +10 (+2 eff.) Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| Cloak | Bregahell the cashmere cloak (32 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +7 Defense: +32 (+7 eff.) Changes stats: +10 Dex / +3 Wil / +4 Cun Critical mult.: +20.00% Mana when firing critical spell: +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Shiverwreath the drakeskin leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to slow global speed by 65% Changes resistances: +9% acid / +12% temporal / +9% fire / +9% blight / +9% cold / +3% nature / +9% lightning Changes resistances penetration: +40% physical Changes damage: +3% cold / +43% physical A belt that goes around your waist. |
Inventory
blink rune of the sneak (range 9; phase 29; cd 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 29%, your defense is increased by 29 and all your resistances by 29%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the sneak (threshold 27; blocks 7; dur 4; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 27 up to 7 times. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Belutta the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +5 Physical crit. chance: +2.0% Physical power: +30 (+5 eff.) Armour: +6 Changes stats: +8 Dex / +4 Con Changes damage: +9% arcane Amulets make your neck look great! |
ChillkingPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 10% chance to reduce all saves and defense by 37 Damage (Melee): 12 light / 13 darkness Effects when hit in melee: * 15% chance to blind * 13% chance to reduce damage dealt by 30% Damage when hit (Melee): 6 cold Changes stats: +8 Dex Changes resistances: +6% mind / +9% nature Changes damage: +3% cold / +10% light / +10% darkness Life regen: +3.00 Amulets make your neck look great! |
Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Layeda the SparkwrackInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun / +3 Str Changes resistances: +12% lightning Changes resistances penetration: +5% lightning Stun/Freeze immunity: +21% Amulets make your neck look great! |
ScaldpainInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +9 Cun / +4 Con Changes resistances: +12% fire / +18% temporal Changes resistances penetration: +25% mind Changes damage: +6% fire Physical save: +10 (+3 eff.) Pinning immunity: +35% Knockback immunity: +32% Life regen: +6.00 Maximum life: +47.00 Mental crit. chance: +2% Amulets make your neck look great! |
steel amulet 'Snowtitan'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +21% cold Changes resistances penetration: +15% lightning / +10% nature Changes damage: +9% lightning / +9% cold / +6% nature Talent masteries: +0.22 Technique / Combat training +0.22 Technique / Unarmed discipline Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.voratun amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.voratun amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets make your neck look great! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Brightwish the voratun ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +35 (+6 eff.) Armour penetration: +4 Physical power: +15 (+3 eff.) Effects on melee hit: * 23% chance to reduce armor by 37% Changes stats: +8 Cun / +8 Wil Changes resistances: +12% acid / +5% physical Changes resistances penetration: +25% light Changes damage: +24% physical Mindpower: +15 (+3 eff.) Rings make your fingers look great! |
Lisutta the ChilldredgePowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +20 (+4 eff.) Changes stats: +4 Str Changes resistances: +26% darkness / +6% temporal Changes resistances penetration: +5% cold Changes damage: +13% darkness / +21% physical Critical mult.: +10.00% Disarm immunity: +20% Maximum life: +40.00 Rings make your fingers look great! |
Maladur the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +25 (+5 eff.) Armour: +10 Defense: +18 (+4 eff.) Changes stats: +14 Cun Changes damage: +6% mind Critical mult.: +20.00% Light radius: +2 See invisible: +6 Rings make your fingers look great! |
Nolar the gold ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +10 (+2 eff.) Damage when hit (Melee): 6 blight Changes stats: +7 Cun / +6 Dex Changes resistances: +30% darkness Changes damage: +15% darkness / +12% blight Maximum mana: +40.00 Spellpower: +5 (+2 eff.) Mindpower: +10 (+2 eff.) Rings make your fingers look great! |
RavenravagerInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -4% Changes resistances: +28% lightning / +3% temporal / +6% darkness Changes damage: +14% lightning / +9% temporal / +9% darkness Maximum encumbrance: +25 Disarm immunity: +34% Pinning immunity: +20% Knockback immunity: +25% Maximum life: +20.00 Rings make your fingers look great! |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
gold ring 'Blazebreak'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 65% * 20% chance to reduce armor by 37% Changes resistances: +5% arcane / +15% cold Changes resistances penetration: +20% acid Changes damage: +6% lightning Life regen: +10.00 Maximum life: +43.00 Healing mod.: +13% Rings make your fingers look great! |
steel ring 'Dourbreeze'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes resistances penetration: +10% darkness Critical mult.: +20.00% Disarm immunity: +22% Pinning immunity: +30% Knockback immunity: +29% Equilibrium when hit: +0.16 Psi when hit: +0.08 Maximum life: +29.00 Rings make your fingers look great! |
stralite ring 'Ulfygomnir'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +3 Physical crit. chance: +1.0% Defense: +25 (+5 eff.) Changes stats: +8 Dex / +1 Mag / +2 Wil Changes resistances: +14% temporal Changes damage: +14% temporal Mental save: +4 (+1 eff.) Light radius: +2 Rings make your fingers look great! |
voratun Windborne Azurite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Dex / +6 Mag / +6 Wil / +8 Cun Changes damage: +20% lightning Damage affinity(heal): +20% lightning Spellpower: +11 (+4 eff.) Movement speed: +15% Chance to avoid any damage: +8% Rings make your fingers look great! |
Thaloren-Tree LongbowRequires: - Dexterity 36 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 Attack speed: 118% Firing range: +10 When wielded/worn: Physical crit. chance: +15.0% Changes stats: +10 Dex / +20 Wil Changes resistances penetration: +20% nature / +20% physical Changes damage: +30% nature / +30% physical Mental crit. chance: +15% In the aftermath of the Spellblaze, the Thaloren had to defend their forests against foes and fires alike. Many of the trees died despite the efforts of the Elves to save them. Their wood was fashioned into a bow to be wielded against the darkness. This item has been sent to the Item's Vault. |
Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+13 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Brighttrencher (30-36 power, 6 apr, cold element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Mag / +1 Cun / +7 Con Changes damage: +30% cold Talent granted: +1 Command Staff Critical mult.: +19.00% Vim when firing critical spell: +6.00 Maximum vim: +32.00 Maximum pos.energy: +15.00 Maximum neg.energy: +15.00 Spellpower: +25 (+7 eff.) Spell crit. chance: +26% Light radius: +1 Staves designed for wielders of magic, by the greats of the art. |
Ulfabers the dragonbone starstaff (30-36 power, 6 apr, temporal element)Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +27 (+5 eff.) Physical crit. chance: +19.0% Physical power: +22 (+4 eff.) Changes stats: +6 Con Changes resistances: +3% lightning / +3% fire / +5% arcane / +12% darkness Changes damage: +30% temporal Talent granted: +1 Command Staff Critical mult.: +20.00% Spellpower: +29 (+8 eff.) Spell crit. chance: +22% Staves designed for wielders of magic, by the greats of the art. |
Aroremira the drakeskin leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +21 (+4 eff.) Defense: +10 (+2 eff.) Changes stats: +6 Dex / +6 Cun / +10 Lck Trap disarming bonus: +30 Stealth bonus: +15 Spell save: +38 (+15 eff.) Mental save: +6 (+1 eff.) Cut immunity: +24% Silence immunity: +24% Disarm immunity: +10% Maximum life: +150.00 Maximum mana: +80.00 Maximum stamina: +65.00 Maximum hate: +19.00 Maximum psi: +40.00 Maximum vim: +38.00 Maximum pos.energy: +40.00 Maximum neg.energy: +37.00 Infravision radius: +6 Size category: +2 Reduces paradox anomalies(equivalent to willpower): +19 A belt that goes around your waist. |
Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+4 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 8.8 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 44% chance to evade melee and ranged attacks and 122 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
ZanazilakanCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +12% fire / +6% cold Reduces incoming crit damage: 5.00% Pinning immunity: +10% Stun/Freeze immunity: +10% Maximum life: +100.00 A belt that goes around your waist. |
hardened leather belt 'Adawen'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Dex Changes resistances: +12% lightning / +12% temporal / +10% light / +5% arcane / +11% darkness Critical mult.: +10.00% Poison immunity: +20% Pinning immunity: +20% Stamina each turn: +3.00 Maximum life: +40.00 A belt that goes around your waist. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Elolaith the Sunstun (3 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +9 Defense: +3 (+1 eff.) Damage when hit (Melee): 8 fire Changes stats: +4 Str / +6 Dex / +6 Wil / +12 Cun / +6 Con Changes resistances penetration: +10% arcane Critical mult.: +10.00% Reduces incoming crit damage: 17.75% Physical save: +14 (+4 eff.) Spell save: +12 (+6 eff.) Mental save: +14 (+3 eff.) Mana each turn: +0.08 Maximum life: +110.00 Mental crit. chance: +8% Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Guise of the Hated (14 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Defense: +14 (+3 eff.) Damage (Melee): 30 mind / 30 darkness Damage when hit (Melee): 30 mind / 30 darkness Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.30 Cursed / Gloom +0.30 Cursed / Darkness Talent granted: +5 Dark Vision Stealth bonus: +12 Mental save: +10 (+2 eff.) Hate per kill: +5.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +10% Talent on hit(mindpower): Creeping Darkness (10% chance level 3). Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Issilach the elven-silk cloak (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 2 mind Changes stats: +4 Str / +12 Mag / +10 Wil / +4 Con Changes resistances: +25% darkness / +6% blight Changes resistances penetration: +18% darkness / +10% arcane Changes damage: +25% darkness / +12% arcane Critical mult.: +10.00% Stealth bonus: +24 Spell save: +15 (+7 eff.) Mana when firing critical spell: +2.00 Maximum mana: +80.00 Maximum vim: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Starhue (17 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +17 (+4 eff.) Changes resistances: +16% cold Changes resistances penetration: +25% light / +10% physical Changes damage: +6% light / +9% mind Only die when reaching: -80.00 life Mindpower: +20 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Betevea the elven-silk robe (0 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +1 Wil / +7 Mag Changes resistances: +13% blight / +15% all Changes resistances penetration: +10% blight / +8% temporal / +11% physical Changes damage: +13% temporal / +9% arcane / +28% physical Mental save: +30 (+7 eff.) Life regen: +4.40 Vim when firing critical spell: +2.00 Maximum life: +81.00 Spellpower: +30 (+9 eff.) Mindpower: +6 (+1 eff.) Mental crit. chance: +5% Healing mod.: +27% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Reduces paradox anomalies(equivalent to willpower): +13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+3 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+3 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 112.36 to 140.45 physical damage (based on Willpower and Cunning) with knockback Activation costs 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
elven-silk robe 'Firerain' (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Damage when hit (Melee): 6 acid / 4 fire / 6 lightning Changes stats: +10 Cun Changes resistances: +45% acid / +15% fire / +15% all Changes resistances penetration: +20% darkness / +19% physical Changes damage: +26% acid / +26% physical / +25% darkness Critical mult.: +15.00% Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +3.00 Maximum hate: +14.00 Mindpower: +9 (+2 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+5 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Cyrodheba the Charspitter (0 def, 5 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Damage when hit (Melee): 6 acid Changes resistances: +18% lightning / +21% temporal / +9% acid Changes resistances penetration: +5% fire Changes damage: +12% acid / +3% fire Silence immunity: +33% Confusion immunity: +33% Stun/Freeze immunity: +36% A pair of boots made of leather. |
Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Glarepain (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +11% lightning / +7% temporal / +18% cold Changes damage: +12% physical Stamina each turn: +3.00 Only die when reaching: -80.00 life Light radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Shocktide the pair of voratun boots (0 def, 13 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Fatigue: +4% Effects on melee hit: * 20% chance to reduce armor by 37% Damage when hit (Melee): 2 lightning Changes resistances: +15% lightning Changes resistances penetration: +25% lightning / +5% acid Changes damage: +3% lightning / +3% acid Silence immunity: +91% Confusion immunity: +84% Stun/Freeze immunity: +96% Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dreamer's pair of hardened leather boots of massiveness (0 def, 3 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +5 Str / +4 Wil / +4 Cun / +5 Con Changes damage: +7% physical Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +7 (+2 eff.) Size category: +1 A pair of boots made of leather. |
pair of drakeskin leather boots 'Boglash' (0 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +9 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +5 Damage when hit (Melee): 6 nature / 10 cold Changes stats: +6 Wil / +6 Cun / +10 Con Changes resistances penetration: +8% physical Physical save: +23 (+6 eff.) Mental save: +25 (+6 eff.) Silence immunity: +50% Confusion immunity: +50% Stun/Freeze immunity: +50% Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +2.00 Mindpower: +29 (+7 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.5 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 51% (at 0 Hate) to 170% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 43 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
pair of drakeskin leather boots 'Dazzlerace' (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -9% Effects on melee hit: * 10% chance to reduce armor by 37% Changes stats: +8 Dex / +4 Mag / +4 Wil / +6 Cun / +6 Con / +14 Lck Changes resistances: +21% acid Changes resistances penetration: +10% darkness Changes damage: +9% light Stealth bonus: +14 Maximum encumbrance: +50 Physical save: +38 (+10 eff.) Mental save: +18 (+4 eff.) Light radius: +4 It can be used to blink to a nearby random location (rad 15) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
undeterred pair of voratun boots of invasion (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +4% Changes resistances penetration: +13% physical Silence immunity: +35% Confusion immunity: +38% Stun/Freeze immunity: +41% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Blindbringer (20 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +17.0% Armour: +3 Defense: +20 (+4 eff.) Changes resistances: +15% darkness Changes damage: +9% blight Critical mult.: +14.00% Equilibrium when hit: +0.20 Maximum vim: +50.00 Spell crit. chance: +19% Mental crit. chance: +20% Damage Shield penetration: +30% When used to modify unarmed attacks: Base power: 37.0 - 40.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +16.0% Attack speed: 125% When this weapon crits: Cripple (20% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: 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: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Displacement Shield (10% chance level 3). When this weapon hits: Wave of Power (15% 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. |
Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +7.0% Attack speed: 125% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Hand of the World-Shaper (0 def, 12 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+3 eff.) Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 39.0 - 54.6 Uses stats: 40% Str, 40% Dex, 10% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Earthen Missiles (15% chance level 5). Damage (radius 1) on hit: +50 gravity Damage (radius 2) on crit: +30 gravity pin It can be used to activate talent Earthquake (costing 30 power out of 30/30) : Effective talent level: 5.5 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 109.45 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Tarritar the voratun gauntlets (10 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Defense: +10 (+2 eff.) Fatigue: +5% Damage (Melee): 12 darkness / 10 blight Changes stats: +2 Con Changes resistances: +7% blight / +3% temporal / +9% darkness Changes damage: +10% darkness / +8% blight Physical save: +18 (+5 eff.) Spell save: +7 (+3 eff.) Mental save: +16 (+4 eff.) Disarm immunity: +31% Stun/Freeze immunity: +20% When used to modify unarmed attacks: Base power: 27.5 - 38.5 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Moonlight Ray (20% chance level 5). When this weapon hits: Soul Rot (20% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). On weapon hit: * 8% chance to reduce damage dealt by 30% Damage (Melee): +18 physical Damage (radius 2) on crit: +11 blight Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 33% and provides a 19% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
heroic voratun gauntlets of the juggernaut (0 def, 8 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +8 Fatigue: +5% Changes stats: +4 Con Physical save: +27 (+7 eff.) Spell save: +8 (+4 eff.) Mental save: +13 (+3 eff.) Disarm immunity: +25% Maximum life: +58.00 When used to modify unarmed attacks: Base power: 36.5 - 51.1 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +4 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Battle Shout (10% chance level 5). Damage (Melee): +18 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 5.9 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 38% and provides a 22% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
restful voratun gauntlets of the nighthunter (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Armour: +3 Fatigue: +5% Changes stats: +3 Cun Changes resistances: +10% darkness Life regen: +4.00 Stamina each turn: +1.90 Maximum stamina: +19.00 Infravision radius: +2 When used to modify unarmed attacks: Base power: 30.5 - 42.7 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +15 Crit. chance: +19.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 5). When this weapon crits: Dominate (10% chance level 5). Damage (Melee): +18 darkness It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 3.5 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 30 for 6 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Branugorn' (5 def, 22 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +25 (+4 eff.) Physical crit. chance: +5.0% Armour: +22 Armour Hardiness: +15% Defense: +5 (+1 eff.) Fatigue: +5% Damage (Melee): 15 blight Damage when hit (Melee): 4 blight Changes stats: +5 Str / +14 Dex / +5 Cun / +15 Con Changes resistances: +10% blight / +8% physical / +9% mind Changes resistances penetration: +15% mind Changes damage: +11% blight Talent cooldown: Double Strike (-1 turn) Physical save: +22 (+6 eff.) Stamina each turn: +2.00 When used to modify unarmed attacks: Base power: 29.0 - 40.6 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +25 Armour Penetration: +15 Crit. chance: +33.0% Attack speed: 100% When this weapon hits: Soul Rot (20% chance level 5). When this weapon hits: Stone Touch (5% chance level 5). When this weapon hits: Set Up (10% chance level 5). Damage (radius 2) on crit: +15 blight Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Issulathamas' (0 def, 13 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +15 (+3 eff.) Armour: +13 Fatigue: +5% Damage (Melee): 14 blight Changes stats: +5 Mag / +6 Cun / +6 Con Changes resistances: +10% blight / +15% darkness / +6% mind Changes damage: +11% arcane / +11% blight Physical save: +39 (+10 eff.) Spell save: +10 (+5 eff.) Mental save: +21 (+5 eff.) Disarm immunity: +50% Stun/Freeze immunity: +24% Life regen: +4.73 Infravision radius: +3 When used to modify unarmed attacks: Base power: 31.0 - 43.4 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +14 Armour Penetration: +15 Crit. chance: +23.0% Attack speed: 100% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Soul Rot (20% chance level 5). When this weapon crits: Dominate (10% chance level 5). Damage (Melee): +21 physical / +29 darkness / +19 arcane Damage (radius 2) on crit: +15 arcane / +14 blight It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 3.5 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 30 for 6 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Belinne the Scumwish (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +2 Physical crit. chance: +2.0% Defense: +1 (+0 eff.) Changes resistances: +16% acid Changes resistances penetration: +5% nature / +10% physical Changes damage: +11% acid / +9% physical Stamina each turn: +2.00 A pointy cloth hat, very wizardly... |
Chargeclash (12 def, 22 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +22 Defense: +12 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +10 Str / +8 Dex / +10 Cun / +3 Con Changes resistances penetration: +20% lightning / +26% fire / +20% physical A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Getudas the hardened leather cap (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +10 (+2 eff.) Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to reduce all saves and defense by 37 Changes stats: +3 Str / +4 Dex / +2 Cun / +3 Con Changes damage: +3% physical Physical save: +3 (+1 eff.) Only die when reaching: -80.00 life A cap made of leather. |
Godherin the elven-silk wizard hat (33 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +25 (+4 eff.) Defense: +33 (+7 eff.) Changes stats: +6 Cun / +3 Dex Changes resistances: +24% lightning / +9% fire Mental save: +15 (+4 eff.) Only die when reaching: -80.00 life A pointy cloth hat, very wizardly... |
Issayon (8 def, 14 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +14 Defense: +8 (+2 eff.) Fatigue: +5% Effects on melee hit: * 20 arcane resource burn Changes stats: +8 Str / +1 Mag / +10 Con Changes resistances: +9% blight / +3% lightning / +7% all Physical save: +28 (+8 eff.) Mental save: +14 (+3 eff.) Infravision radius: +2 It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 4.5 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 7, lowering their Defense by 32 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Scale Mail of Kroltar (10 def, 18 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+2 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 50 power out of 80/80) : Effective talent level: 4.5 Power cost: 50 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 52.82 fire damage in a radius of 4 each turn for 8 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. This item has been sent to the Item's Vault. |
Winterbreaker the reinforced leather armour (20 def, 15 armour)Requires: - Strength 18 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +15 Defense: +20 (+4 eff.) Fatigue: +8% Damage when hit (Melee): 8 fire Changes stats: +7 Cun / +8 Dex Changes resistances: +9% mind / +9% fire Changes resistances penetration: +10% cold Changes damage: +30% cold Mental save: +22 (+5 eff.) Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
drakeskin leather armour 'Kilnbright' (20 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+4 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 27 Damage (Melee): 62 acid / 68 fire Damage when hit (Melee): 45 acid / 48 fire Changes resistances: +88% acid / +102% fire / +30% cold Changes resistances penetration: +20% lightning / +15% fire Changes damage: +9% lightning / +12% fire A suit of armour made of leather. |
duelist's reinforced leather armour of command (29 def, 17 armour)Requires: - Strength 18 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +17 Defense: +29 (+6 eff.) Fatigue: +8% Changes stats: +9 Cun / +7 Dex Mental save: +15 (+4 eff.) A suit of armour made of leather. |
1164 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. |
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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Chalurodar the dwarven-steel pickaxe (dig speed 24 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +30 (+5 eff.) Changes stats: +4 Str / +4 Wil Changes resistances: +6% mind Critical mult.: +20.00% Physical save: +7 (+2 eff.) Spell save: +9 (+4 eff.) Mental save: +9 (+2 eff.) Maximum life: +59.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Hathokath the Blazewisp (dig speed 17 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 37% Changes stats: +2 Str Changes damage: +3% lightning / +10% fire / +8% mind Mental save: +7 (+2 eff.) Blindness immunity: +20% Teleport immunity: +20% Maximum life: +100.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "Home, Horrific Home"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 5 It can be used to read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
40 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
7 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+5 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
10 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By skelbro the Skeleton Brawler level 37
26th Pyre 123rd year of Ascendancy at 08:40 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By skelbro the Skeleton Brawler level 50
63rd Dusk 123rd year of Ascendancy at 02:20 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By skelbro the Skeleton Brawler level 35
73rd Regrowth 123rd year of Ascendancy at 00:27 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By skelbro the Skeleton Brawler level 50
53rd Dusk 123rd year of Ascendancy at 04:53 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By skelbro the Skeleton Brawler level 42
43rd Pyre 123rd year of Ascendancy at 11:14 see stats
Atamathoned! (Insane (Roguelike) difficulty)
Killed the giant golem Atamathon after foolishly reactivating it.By skelbro the Skeleton Brawler level 50
6th Regrowth 124th year of Ascendancy at 06:44 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By skelbro the Skeleton Brawler level 50
53rd Dusk 123rd year of Ascendancy at 00:32 see stats
Bookception! (Insane (Roguelike) difficulty)
Found the Forbidden Tome reward inside the Forbidden Tome: "Of Knowledge And Horrors".By skelbro the Skeleton Brawler level 50
72nd Haze 123rd year of Ascendancy at 21:44 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By skelbro the Skeleton Brawler level 40
34th Pyre 123rd year of Ascendancy at 20:20 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By skelbro the Skeleton Brawler level 18
55th Dusk 122nd year of Ascendancy at 14:22 see stats
Can you bear it? So much bearness! (Insane (Roguelike) difficulty)
Killed Borius in the Bearscape.By skelbro the Skeleton Brawler level 36
16th Pyre 123rd year of Ascendancy at 02:16 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By skelbro the Skeleton Brawler level 10
4th Dusk 122nd year of Ascendancy at 03:02 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By skelbro the Skeleton Brawler level 39
31st Pyre 123rd year of Ascendancy at 11:32 see stats
Don't Poosh it! (Insane (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By skelbro the Skeleton Brawler level 49
19th Dusk 123rd year of Ascendancy at 01:52 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By skelbro the Skeleton Brawler level 30
5th Decay 122nd year of Ascendancy at 11:43 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By skelbro the Skeleton Brawler level 50
50th Dusk 123rd year of Ascendancy at 03:29 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By skelbro the Skeleton Brawler level 50
68th Haze 123rd year of Ascendancy at 07:13 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By skelbro the Skeleton Brawler level 21
39th Haze 122nd year of Ascendancy at 11:55 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By skelbro the Skeleton Brawler level 31
8th Allure 123rd year of Ascendancy at 14:02 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By skelbro the Skeleton Brawler level 41
37th Pyre 123rd year of Ascendancy at 19:10 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By skelbro the Skeleton Brawler level 50
63rd Haze 123rd year of Ascendancy at 03:25 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By skelbro the Skeleton Brawler level 27
54th Haze 122nd year of Ascendancy at 16:07 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By skelbro the Skeleton Brawler level 43
43rd Pyre 123rd year of Ascendancy at 15:14 see stats
Invasion from the Depths (Insane (Roguelike) difficulty)
Stopped a naga invasion by closing their portal.By skelbro the Skeleton Brawler level 50
3rd Haze 123rd year of Ascendancy at 00:46 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By skelbro the Skeleton Brawler level 10
4th Dusk 122nd year of Ascendancy at 03:00 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By skelbro the Skeleton Brawler level 20
57th Dusk 122nd year of Ascendancy at 11:40 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By skelbro the Skeleton Brawler level 30
4th Decay 122nd year of Ascendancy at 16:24 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By skelbro the Skeleton Brawler level 40
32nd Pyre 123rd year of Ascendancy at 03:14 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By skelbro the Skeleton Brawler level 50
49th Dusk 123rd year of Ascendancy at 20:19 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By skelbro the Skeleton Brawler level 50
31st Haze 123rd year of Ascendancy at 10:28 see stats
Overpowered! (Insane (Roguelike) difficulty)
Did over 6000 damage in one attack.By skelbro the Skeleton Brawler level 45
73rd Pyre 123rd year of Ascendancy at 04:58 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By skelbro the Skeleton Brawler level 50
74th Dusk 123rd year of Ascendancy at 06:22 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By skelbro the Skeleton Brawler level 21
18th Haze 122nd year of Ascendancy at 10:51 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By skelbro the Skeleton Brawler level 25
51st Haze 122nd year of Ascendancy at 12:30 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By skelbro the Skeleton Brawler level 17
39th Dusk 122nd year of Ascendancy at 04:11 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By skelbro the Skeleton Brawler level 39
31st Pyre 123rd year of Ascendancy at 14:10 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By skelbro the Skeleton Brawler level 50
68th Haze 123rd year of Ascendancy at 07:12 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By skelbro the Skeleton Brawler level 10
19th Dusk 122nd year of Ascendancy at 19:51 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By skelbro the Skeleton Brawler level 50
31st Haze 123rd year of Ascendancy at 11:40 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By skelbro the Skeleton Brawler level 32
54th Regrowth 123rd year of Ascendancy at 16:05 see stats
The Sun Still Shines (Insane (Roguelike) difficulty)
Aeryn survived the last battle.By skelbro the Skeleton Brawler level 50
68th Haze 123rd year of Ascendancy at 07:13 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By skelbro the Skeleton Brawler level 33
67th Regrowth 123rd year of Ascendancy at 10:57 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By skelbro the Skeleton Brawler level 10
12nd Dusk 122nd year of Ascendancy at 12:13 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By skelbro the Skeleton Brawler level 44
63rd Pyre 123rd year of Ascendancy at 18:53 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By skelbro the Skeleton Brawler level 20
60th Dusk 122nd year of Ascendancy at 18:02 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By skelbro the Skeleton Brawler level 15
35th Dusk 122nd year of Ascendancy at 10:17 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By skelbro the Skeleton Brawler level 34
72nd Regrowth 123rd year of Ascendancy at 03:25 see stats
You were not supposed to see that! (Insane (Roguelike) difficulty)
Read a Forbidden Tome.By skelbro the Skeleton Brawler level 50
71st Haze 123rd year of Ascendancy at 14:29 see stats
Log
Today is the 6th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 08:46.



















































































































































