










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Items Vault 1.5.0Donators/Buyers bonus! ToME Race XP Penalty Tweak 1.5.5Rebalances race xp penalties more in line with their power: Shalore = 30% Thalore = 25% NOTE: Will not work as designed if addons loading after this one change Shalore, Thalore, Skeleton, Ogre or Ghoul XP penalties. ADDON PRIORITY (Load order): 1000 This addon uses a 'ToME:load' HOOK to check for the default 1.5.5 text for certain subraces and changes them if found. Will change the actual XP penalty regardless. Adventure Cool 1.5.5Makes adventurer a little more balanced with 1.3 talent trees Possessor Bonus Class 1.5.4Donators/Buyers bonus! Alternate Zones Option 1.1.0 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 50 / 841% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton mage at level 22 on the 43rd Pyre 123rd year of Ascendancy at 18:52 2 / 5Killed by orc necromancer at level 32 on the 11st Haze 123rd year of Ascendancy at 04:52 Killed by Reon the dwarf at level 37 on the 8th Allure 124th year of Ascendancy at 06:37 Killed by Ce'Nunor the orc summoner at level 39 on the 36th Regrowth 124th year of Ascendancy at 00:31 Killed by Vor, Grand Geomancer of the Pride at level 43 on the 61st Pyre 124th year of Ascendancy at 12:07 |
Primary Stats
| Strength | 113 (base 60) |
| Dexterity | 149 (base 60) |
| Constitution | 23 (base 12) |
| Magic | 97 (base 60) |
| Willpower | 50 (base 13) |
| Cunning | 95 (base 35) |
Resources
| Life | 1226/1226 |
| Positive | 0/197 |
| Stamina | 270/270 |
| Healing Factor | 1.1010362694303 |
| Regeneration | 4.1288860103635 |
Speed
| Mental | +15% |
| Attack | +15% |
| Movement | +20% |
| Spell | +15% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 7 |
| Infravision | 14 |
| See Stealth | 81.099250645117 |
| See Invisible | 123.09925064512 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 359 |
| Accuracy | 87 |
| Crit Chance | 49% |
| APR | 25 |
| Speed | 0.61 |
Offense: Spell
| Spellpower | 66 |
| Crit Chance | 33% |
| Speed | 0.8695652173913 |
Offense: Mind
| Mindpower | 51 |
| Crit Chance | 31% |
| Speed | 0.8695652173913 |
Offense: Damage Bonus
| Acid | +48% |
| Light | +36% |
| Nature | +50% |
| Lightning | +18% |
| Physical | +21% |
| Mind | +25% |
| All | +15% |
Offense: Damage Penetration
| Blight | +15% |
| Physical | +27% |
| Nature | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 14 (70.376569037657%) |
| Defense | 68 |
| Ranged Defense | 68 |
| Fatigue | 0 |
| Physical Save | 49 |
| Spell Save | 44 |
| Mental Save | 52 |
Defense: Resistances
| Arcane | + 20%( 70%) |
| Mind | + 42%( 70%) |
| All | + 17%( 70%) |
| Lightning | + 19%( 70%) |
| Light | + 33%( 80%) |
| Temporal | + 40%( 70%) |
| Darkness | + 33%( 70%) |
| Cold | + 54%( 70%) |
| Fire | + 28%( 70%) |
| Nature | + 24%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 83% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 34% |
| Bleed Resistance | 100% |
| Disarm Resistance | 31% |
| Pinning Resistance | 46% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 41% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (86% of a turn) Is: a spell Description: Inflicts 402.50 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 585 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (86% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 14. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (86% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 153 with a minimum range of 15. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Technique / Munitions | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 4/5 |
| 3/5 |
| 5/5 |
| 2/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 2/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Celestial / Light | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Aim |
| talent | Venomous Ammunition |
| talent | Intuitive Shots |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Norgos Lair. Escort: lost anorithil (level 2 of Norgos Lair)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Dreadfell. Escort: worried loremaster (level 2 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +2. | done |
You failed to protect the worried loremaster from death by gigantic corrosive tunneler. Escort: worried loremaster (level 3 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)As a reward you improved Magic by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | 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 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: 1423. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. 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 mysticism. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Ukllmswwik and killed Slasul. | 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 within11 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
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 | Sepsistooth the pair of voratun boots (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +6 Mag / +4 Wil Changes resistances: +9% nature Changes resistances penetration: +15% blight Silence immunity: +34% Confusion immunity: +37% Stun/Freeze immunity: +35% Mana each turn: +0.41 Maximum mana: +81.00 Spell crit. chance: +2% Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Getadas the quiver of dragonbone arrows (24/24, 72.5-101.5 power, 18 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 72.5 - 101.5 Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 24 On weapon hit: * Slows global speed by 40% * 40 arcane resource burn Arrows are used with bows to pierce your foes to death. |
| Light source | Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+1 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+3 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 37.18 cold damage and 39.12 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
| On head | Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+4 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
| Tool | Tulyharasarig [power 60] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Fatigue: -4% Changes stats: +3 Dex / +2 Wil / +10 Cun / +2 Con Infravision radius: +2 See invisible: +9 It can be used to harden the skin for 7 turns increasing armour by 60 and armour hardiness by 60%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 11 equilibrium. Natural totems are made by powerful wilders to store nature power. |
| On fingers | painweaver's voratun ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +16 (+2 eff.) Changes damage: +6% all Stun/Freeze immunity: +34% Life regen: +2.90 Spellpower: +13 (+3 eff.) Mindpower: +14 (+5 eff.) Rings can have magical properties. |
| On fingers | KoryruirakPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Physical power: +13 (+1 eff.) Changes resistances: +10% mind Changes damage: +10% mind Disease immunity: +10% Disarm immunity: +31% Pinning immunity: +46% Knockback immunity: +41% Life regen: +0.20 Maximum life: +35.00 Spellpower: +8 (+2 eff.) Mindpower: +7 (+2 eff.) Rings can have magical properties. |
| Around waist | Hettidedan the GlintimmortalInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 12 light Changes stats: +7 Str / +13 Dex / +10 Wil / +13 Cun / +10 Lck Changes resistances: +14% fire / +15% cold Changes damage: +6% light Reduces incoming crit damage: 10.00% Trap disarming bonus: +18 Stealth bonus: +14 Physical save: +19 (+7 eff.) Spell save: +20 (+7 eff.) Mental save: +17 (+6 eff.) Infravision radius: +5 See invisible: +12 A belt that goes around your waist. |
| In main hand | Dextrous Dragonbone LongbowRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 On weapon hit: * Slows global speed by 20% Travel speed: +200% Damage (Ranged): +30 acid When wielded/worn: Accuracy: +17 (+3 eff.) Physical crit. chance: +11.0% Changes stats: +1 Cun / +14 Dex Changes resistances penetration: +27% physical Changes damage: +33% acid / +15% nature Light radius: +2 Infravision radius: +3 See invisible: +12 Longbows are used to shoot arrows at your foes. |
| On hands | rough leather gloves of dispersion (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 arcane Changes stats: +4 Mag / +4 Wil Changes resistances: +4% arcane It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | OK Drakeskin Armour (15 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: Accuracy: +4 (+1 eff.) Physical power: +4 (+0 eff.) Armour: +8 Defense: +15 (+4 eff.) Fatigue: +8% Changes stats: +11 Str / +10 Dex Changes resistances: +3% lightning / +30% cold / +28% temporal Changes damage: +3% lightning / +6% physical Physical save: +20 (+7 eff.) Life regen: +0.40 Maximum stamina: +15.00 Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
| Cloak | Radiance (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 (+4 eff.) Damage when hit (Melee): 30 blinding light Changes stats: +10 Dex / +8 Mag / +6 Cun Changes resistances: +20% light / +20% darkness Changes resistances cap: +10% light Changes damage: +15% light Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Radiance +0.20 Spell / Phantasm +0.20 Celestial / Light Spellpower: +8 (+2 eff.) It can be used to activate talent Barrier (costing 40 power out of 40/40) : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A protective shield forms around you that lasts for up to 10 turns and negates 270 damage. The total damage the barrier can absorb will increase with your Spellpower. This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
| Around neck | clarifying stralite amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +21% mind Blindness immunity: +28% Confusion immunity: +36% Infravision radius: +2 Sight radius: +2 See invisible: +9 Amulets can have magical properties. |
Inventory
Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
controlled phase door rune of the titan (range 9)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (86% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 9. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the wizard (332 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 110.76 to 332.29 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the wizard (range 15; power 53; dur 6)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (86% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 15. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 53%, your defense is increased by 53 and all your resistances by 53%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 497 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 497 damage for 3 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 682 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 682 damage for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the duelist (range 169)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (86% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 169 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the psychic (range 140)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (86% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 140 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the titan (range 78)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (86% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 78 with a minimum range of 15. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the wizard (range 117)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (86% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 117 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
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 Activating this item is instant. It can be used to activate talent Juggernaut (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 21% and provides a 11% chance to shrug off critical damage for 20 turns. 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. |
Flamewire the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +7 Cun / +3 Con Changes resistances penetration: +15% fire Amulets can have magical properties. |
Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+3 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Zubuwen the CoalweeperInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20 arcane resource burn * Slows global speed by 15% * 30% chance to inflict 15% damage reduction Changes stats: +3 Con Changes resistances: +15% fire / +5% arcane / +3% cold Physical save: +7 (+3 eff.) Life regen: +1.20 Maximum life: +35.00 Amulets can have magical properties. |
enraging gold amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +6 (+0 eff.) Changes damage: +6% physical Blindness immunity: +15% Infravision radius: +4 Sight radius: +2 See invisible: +7 Combat speed: +10% Amulets can have magical properties. |
grounding gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +15% lightning Stun/Freeze immunity: +32% Amulets can have magical properties. |
grounding gold amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Dex Changes resistances: +15% lightning Stun/Freeze immunity: +31% Amulets can have magical properties. |
grounding gold amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +13% lightning Cut immunity: +50% Stun/Freeze immunity: +25% Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 278 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
grounding steel amulet of mastery (0.16 Technique / Combat techniques)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +14% lightning Talent mastery: +0.16 Technique / Combat techniques Stun/Freeze immunity: +20% Amulets can have magical properties. |
grounding voratun amulet of dexterity (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Dex Changes resistances: +22% lightning Stun/Freeze immunity: +40% Amulets can have magical properties. |
mindweaver's stralite amulet of healingInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Wil Mental save: +8 (+3 eff.) Cut immunity: +50% Confusion immunity: +18% Mindpower: +8 (+3 eff.) Healing mod.: +14% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 325 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
restful steel amulet of magic (+2)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +2 Mag Life regen: +1.80 Amulets can have magical properties. |
starlit copper amulet of mastery (0.11 Cunning / Survival)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% light / +13% darkness Talent mastery: +0.11 Cunning / Survival Blindness immunity: +20% Amulets can have magical properties. |
starlit stralite amulet of cunning (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Cun Changes resistances: +16% light / +16% darkness Blindness immunity: +28% Amulets can have magical properties. |
starseer's voratun amulet of mastery (0.40 Technique / Archery prowess)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +3 Mag Changes damage: +5% light / +4% temporal / +5% darkness / +7% physical Talent mastery: +0.40 Technique / Archery prowess Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
stralite amulet of cunning (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Cun Amulets can have magical properties. |
wanderer's stralite amulet of cunning (+4)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -7% Changes stats: +4 Dex / +11 Cun / +5 Con Life regen: +0.60 Stamina each turn: +0.70 Movement speed: +10% Amulets can have magical properties. |
wanderer's stralite amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -4% Changes stats: +3 Dex / +7 Cun / +3 Con Blindness immunity: +22% Life regen: +0.70 Stamina each turn: +0.70 Infravision radius: +3 Sight radius: +2 See invisible: +9 Movement speed: +10% Amulets can have magical properties. |
warmaker's gold amulet of constitution (+6)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Str / +6 Dex / +7 Wil / +4 Con Amulets can have magical properties. |
warmaker's voratun amulet of perfection (0.40 Technique / Combat techniques,0.40 Technique / Sniper)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +9 Str / +7 Dex / +5 Wil Talent masteries: +0.40 Technique / Combat techniques +0.40 Technique / Sniper Amulets can have magical properties. |
warrior's stralite amulet of constitution (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Con Changes resistances: +13% physical Stamina each turn: +0.20 Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 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. |
Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Getendil the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Dex / +3 Mag / +2 Con Changes damage: +15% mind Reduces incoming crit damage: 10.00% Physical save: +12 (+4 eff.) Spell save: +9 (+3 eff.) Mental save: +11 (+4 eff.) Equilibrium when hit: +0.08 Mindpower: +6 (+2 eff.) See invisible: +12 Rings can have magical properties. |
Giladar the SepsisbraceInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 8 nature Changes stats: +1 Dex / +4 Mag / +4 Wil / +4 Cun Changes resistances: +6% nature Mental save: +6 (+2 eff.) Rings can have magical properties. |
Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+1 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+14 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
LayeriathraPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Changes resistances penetration: +25% arcane Changes damage: +6% physical Critical mult.: +9.00% Blindness immunity: +24% Infravision radius: +4 See stealth: +7 See invisible: +8 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings can have magical properties. |
Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+3 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+2 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
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 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
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 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Combat training +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Unarmed training +0.30 Technique / Thuggery +0.30 Technique / Superiority +0.30 Technique / Two-handed weapons +0.30 Technique / Archery prowess +0.30 Technique / Archery excellence +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Shield offense +0.30 Technique / Shield defense +0.30 Technique / Dual techniques +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 16.84 cold and 17.72 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+4 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 209.59 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
conjurer's stralite ring of speedPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+2 eff.) Defense: +6 (+2 eff.) Changes stats: +5 Mag / +4 Wil Spellpower: +10 (+2 eff.) Movement speed: +14% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 30% for 5 turns. Rings can have magical properties. |
copper ring 'Blazewitch'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +9% light Changes resistances penetration: +10% fire Changes damage: +3% light / +9% fire Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +22% Maximum life: +22.00 Rings can have magical properties. |
copper ring of frost (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +24% cold Changes damage: +12% cold Rings can have magical properties. |
gladiator's voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +15 Physical power: +9 (+1 eff.) Defense: +11 (+3 eff.) Changes stats: +8 Str / +10 Con It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.4 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 154% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
marksman's copper ring of fire (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Changes resistances: +20% fire Changes damage: +10% fire Rings can have magical properties. |
marksman's steel ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Blindness immunity: +20% Infravision radius: +4 See stealth: +6 See invisible: +7 Rings can have magical properties. |
mule's steel ring of blight (+10%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes resistances: +10% blight Changes damage: +10% blight Maximum encumbrance: +21 Rings can have magical properties. |
mule's stralite ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Maximum encumbrance: +25 Blindness immunity: +33% Infravision radius: +3 See stealth: +10 See invisible: +6 Rings can have magical properties. |
pixie's gold ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun / +4 Mag Stun/Freeze immunity: +20% Life regen: +2.00 Spellpower: +8 (+2 eff.) Rings can have magical properties. |
rogue's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Stun/Freeze immunity: +22% Life regen: +0.90 Rings can have magical properties. |
savage's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +1 Con Spell save: +11 (+4 eff.) Life regen: +1.00 Maximum life: +68.00 Maximum stamina: +18.00 Healing mod.: +15% Rings can have magical properties. |
titan's steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Rings can have magical properties. |
titan's voratun ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Stun/Freeze immunity: +33% Life regen: +0.80 Rings can have magical properties. |
warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
GlyveaRequires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * 21% chance to daze at end of turn When wielded/worn: Accuracy: +21 (+4 eff.) Physical crit. chance: +21.0% Physical power: +21 (+3 eff.) Changes stats: +11 Str / +6 Dex / +6 Mag / +6 Wil / +8 Cun / +6 Con Changes resistances penetration: +23% lightning Confusion immunity: +5% Psi when hit: +0.08 Hate when firing a critical mind attack: +4.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +3% Mindpower: +2 (+1 eff.) Defense after a teleport: +5 Longbows are used to shoot arrows at your foes. |
Storm FuryRequires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 When wielded/worn: Ranged Defense: +15 (+4 eff.) Damage (Ranged): 75 lightning Changes stats: +5 Dex / +7 Mag Changes resistances: +20% lightning Changes damage: +20% lightning Talent masteries: +0.10 Spell / Storm +0.20 Spell / Air Spellpower: +20 (+5 eff.) Movement speed: +10% Automatically fires lightning bolts at nearby enemies, with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 180% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+12 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, costing 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." |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Gunofast the hardened leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances: +9% light Changes resistances penetration: +10% arcane Changes damage: +6% arcane Physical save: +6 (+2 eff.) Mental save: +10 (+3 eff.) Silence immunity: +25% Disarm immunity: +20% Mana when firing critical spell: +4.00 Maximum life: +58.00 Maximum vim: +30.00 A belt that goes around your waist. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
drakeskin leather belt 'Blastweeper'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Defense: +18 (+5 eff.) Fatigue: -6% Changes stats: +4 Con Changes resistances: +18% lightning Changes resistances penetration: +25% lightning Changes damage: +6% lightning Grants telepathy: Dragon Reduces incoming crit damage: 15.00% Stealth bonus: +13 A belt that goes around your waist. |
hardened leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Dex / +4 Cun / +5 Lck Trap disarming bonus: +10 Stealth bonus: +7 Infravision radius: +4 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 (+0 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Ethereal Embrace (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 28 power out of 28/28) : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 118.70 arcane damage in radius 2, and will each trigger at one turn intervals. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Nice Elven Silk Cloak (13 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +6 Physical crit. chance: +2.0% Physical power: +4 (+0 eff.) Defense: +13 (+3 eff.) Ranged Defense: +10 (+3 eff.) Damage when hit (Melee): 12 fire Changes stats: +6 Dex / +6 Mag / +5 Wil / +4 Cun Changes resistances penetration: +15% arcane / +10% physical Changes damage: +14% arcane / +6% fire Critical mult.: +30.00% Spell save: +15 (+5 eff.) Mental save: +13 (+4 eff.) Only die when reaching: -20.00 life Maximum mana: +100.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +14% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Archacker' (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 20 mind Changes stats: +4 Str / +4 Con Changes resistances: +15% lightning Changes resistances penetration: +20% lightning / +15% mind Changes damage: +24% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
wyrmwaxed elven-silk cloak of fog (10 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Changes resistances: +7% acid / +22% light / +27% fire / +8% lightning / +8% cold Stealth bonus: +11 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Anuran the Lightningblack (10 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+3 eff.) Effects on melee hit: * 31% chance to daze at end of turn Changes stats: +14 Cun Changes resistances: +5% arcane / +6% mind Changes resistances penetration: +10% lightning Changes damage: +9% lightning / +20% darkness / +9% mind / +16% light Critical mult.: +13.00% Physical save: +28 (+10 eff.) Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +5.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's pair of dwarven-steel boots of speed (0 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Physical save: +7 (+3 eff.) Spell save: +7 (+3 eff.) Mental save: +9 (+3 eff.) Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of drakeskin leather boots of phasing (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Mag / +3 Wil Silence immunity: +39% Confusion immunity: +34% Stun/Freeze immunity: +24% It can be used to blink to a nearby random location (rad 12), putting all charms on cooldown for 25 turns. A pair of boots made of leather. |
undeterred pair of drakeskin leather boots of spellbinding (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Mag Spell save: +5 (+2 eff.) Silence immunity: +39% Confusion immunity: +35% Stun/Freeze immunity: +44% Lowers spell cool-downs by: 10% A pair of boots made of leather. |
undeterred pair of dwarven-steel boots of rushing (0 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +2 Str / +3 Con Silence immunity: +30% Confusion immunity: +35% Stun/Freeze immunity: +23% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of voratun boots (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Silence immunity: +39% Confusion immunity: +40% Stun/Freeze immunity: +39% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves 'Fulirain' (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +10 Armour: +2 Damage when hit (Melee): 12 acid Changes stats: +3 Str / +6 Dex / +9 Wil / +5 Cun / +4 Con Changes damage: +6% acid / +9% arcane Talent mastery: +0.20 Technique / Grappling Disarm immunity: +32% Life regen: +2.10 Stamina each turn: +0.80 Mana when firing critical spell: +2.00 Maximum stamina: +18.00 It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Description: Fire a steady shot, doing 170% damage with a 40% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Heatwend' (0 def, 14 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +14 Armour Hardiness: +11% Damage when hit (Melee): 8 fire Changes stats: +11 Con Changes resistances: +15% acid / +9% physical / +21% fire / +6% nature / +6% mind Spell save: +12 (+4 eff.) Blindness immunity: +40% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic voratun gauntlets of archery (0 def, 7 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +12 Armour: +7 Changes stats: +6 Cun / +4 Dex Mental save: +11 (+4 eff.) Maximum life: +59.00 It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Description: Fire a steady shot, doing 170% damage with a 40% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Crown of the Elements (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +5 Con / +3 Wil Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Changes damage: +8% acid / +8% fire / +8% cold / +8% lightning See invisible: +15 This jeweled crown shimmers with colors. |
Eremylesus (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +15% acid / +30% fire Changes damage: +9% mind / +20% fire Grants telepathy: Dragon Mental save: +9 (+3 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+8 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+7 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20), costing 30 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
aegis elven-silk wizard hat of the Brotherhood (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +7 Mag / +9 Con Changes damage: +8% arcane Life regen: +6.00 Damage Shield Power: +8% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
bladed hardened leather cap of the bounder (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 7 physical Changes stats: +10 Str / +7 Dex It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 709.2 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
cashmere wizard hat of the sentry (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Infravision radius: +5 See stealth: +9 See invisible: +8 Activating this item is instant. It can be used to activate talent Circle of Warding, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 58%, and attempts to push all creatures other than yourself out of its radius, inflicting 15.89 light damage and 13.44 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
dragonslayer's drakeskin leather cap of sanctity (0 def, 5 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +9% acid / +10% darkness / +9% blight / +10% fire / +9% cold / +8% lightning Spell save: +6 (+2 eff.) Mental save: +10 (+3 eff.) Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 7 turns. A cap made of leather. |
insulating drakeskin leather cap of constitution (+8) (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Con Changes resistances: +11% fire / +11% cold A cap made of leather. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
Adaribeth the Pusstriker (21/21, 69.5-97.3 power, 18 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 69.5 - 97.3 Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 21 On weapon hit: * 40 arcane resource burn Damage (Ranged): +32 nature Burst (radius 1) on hit: +32 nature Arrows are used with bows to pierce your foes to death. |
Arkul's Siege Arrows (14/14, 68-95.2 power, 100 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 68.0 - 95.2 Uses stats: 50% Dex, 50% Mag, 70% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +100 Crit. chance: +10.0% Capacity: 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
61 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. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Lifebinding EmeraldInfused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
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, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+2 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 405 cold damage (based on your Magic), costing 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (107 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
alchemist's lamp 'Sparkbone'Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 12 lightning / 14 fire Changes resistances: +12% lightning / +7% fire / +10% darkness / +8% light Changes resistances penetration: +5% lightning Changes damage: +3% lightning / +8% light / +8% darkness Damage affinity(heal): +5% light / +5% darkness Light radius: +5 Infravision radius: +3 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 205.05 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Xywe'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +9% lightning / +12% fire Spell save: +20 (+7 eff.) Mental save: +30 (+9 eff.) Pinning immunity: +10% Knockback immunity: +20% Maximum life: +55.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
piercing dwarven lantern of illusionCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +12 Defense: +10 (+3 eff.) Changes resistances penetration: +12% all Physical save: +15 (+5 eff.) Spell save: +16 (+6 eff.) Mental save: +17 (+6 eff.) Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
scorching alchemist's lamp of clarityPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +6% fire Mental save: +9 (+3 eff.) Light radius: +3 See stealth: +5 See invisible: +13 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +12% all / +15% temporal Reduce damage by fixed amount: +10 all Changes damage: +0% all / +15% temporal Movement speed: +16% Combat speed: -12% Casting speed: -12% Mental speed: -12% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards stability), costing 20 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
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. |
5 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. |
8 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. |
Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 568.10 fire damage (based on Magic), costing 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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, costing 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. |
Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 882.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
telekinetic voratun torque of psychoportation [power 60] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Talent granted: +3 Telekinetic Blast It can be used to teleport randomly (rad 60), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
Stormshear the dragonbone totem of thorny skin [power 81] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 20 arcane Changes resistances: +12% lightning / +12% fire Changes resistances penetration: +15% arcane Changes damage: +9% lightning / +24% arcane Pinning immunity: +15% Stun/Freeze immunity: +25% It can be used to harden the skin for 7 turns increasing armour by 81 and armour hardiness by 70%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 15 equilibrium. Natural totems are made by powerful wilders to store nature power. |
The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+7 eff.) Mindpower: +8 (+3 eff.) It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 35 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
quick yew totem of cure ailments [power 2] (7 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to remove up to 2 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 7 turns. Natural totems are made by powerful wilders to store nature power. |
Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+5 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 166 light damage (based on your Magic and Strength) to your foes within radius 5 each turn, costing 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+2 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 226.55 temporal and 226.55 darkness damage (based on Magic), costing 20 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
warded yew wand of trap destruction [power 59] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Maximum wards: +2 lightning / +2 temporal / +3 blight / +2 fire / +3 cold Talent granted: +1 Ward It can be used to disarm traps (59 bonus disarm power, based on Magic) along a range 3 line, putting all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
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. |
6 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 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. |
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.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Suetonius Paulinus the Skeleton Archer level 29
40th Dusk 123rd year of Ascendancy at 02:57 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Suetonius Paulinus the Skeleton Archer level 43
61st Pyre 124th year of Ascendancy at 19:10 see stats
Against all odds
Killed Ukruk in the ambush.By Suetonius Paulinus the Skeleton Archer level 29
38th Dusk 123rd year of Ascendancy at 09:36 see stats
Arachnophobia
Destroyed the spydric menace.By Suetonius Paulinus the Skeleton Archer level 32
3rd Haze 123rd year of Ascendancy at 11:53 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Suetonius Paulinus the Skeleton Archer level 39
30th Regrowth 124th year of Ascendancy at 05:21 see stats
Brave new world
Went to the Far East and took part in the war.By Suetonius Paulinus the Skeleton Archer level 31
76th Dusk 123rd year of Ascendancy at 22:34 see stats
Bringer of Doom
Killed a Bringer of Doom.By Suetonius Paulinus the Skeleton Archer level 49
27th Dusk 124th year of Ascendancy at 21:44 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Suetonius Paulinus the Skeleton Archer level 42
42nd Pyre 124th year of Ascendancy at 08:58 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Suetonius Paulinus the Skeleton Archer level 13
22nd Dusk 122nd year of Ascendancy at 10:45 see stats
Destroyer of the creation
Killed Slasul.By Suetonius Paulinus the Skeleton Archer level 33
23rd Haze 123rd year of Ascendancy at 22:08 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Suetonius Paulinus the Skeleton Archer level 31
72nd Dusk 123rd year of Ascendancy at 11:45 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By Suetonius Paulinus the Skeleton Archer level 42
31st Pyre 124th year of Ascendancy at 10:30 see stats
Evil denied
Won ToME by preventing the Void portal from opening.By Suetonius Paulinus the Skeleton Archer level 50
36th Dusk 124th year of Ascendancy at 22:40 see stats
Exterminator
Killed 1000 creatures.By Suetonius Paulinus the Skeleton Archer level 16
74th Dusk 122nd year of Ascendancy at 17:07 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Suetonius Paulinus the Skeleton Archer level 26
77th Pyre 123rd year of Ascendancy at 09:26 see stats
Fear me not!
Survived the Fearscape!By Suetonius Paulinus the Skeleton Archer level 36
1st Wintertide 124th year of Ascendancy at 01:10 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Suetonius Paulinus the Skeleton Archer level 47
20th Dusk 124th year of Ascendancy at 12:58 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Suetonius Paulinus the Skeleton Archer level 20
51st Regrowth 123rd year of Ascendancy at 21:46 see stats
Level 10
Got a character to level 10.By Suetonius Paulinus the Skeleton Archer level 10
5th Flare 122nd year of Ascendancy at 06:04 see stats
Level 20
Got a character to level 20.By Suetonius Paulinus the Skeleton Archer level 20
8th Regrowth 123rd year of Ascendancy at 21:54 see stats
Level 30
Got a character to level 30.By Suetonius Paulinus the Skeleton Archer level 30
61st Dusk 123rd year of Ascendancy at 01:24 see stats
Level 40
Got a character to level 40.By Suetonius Paulinus the Skeleton Archer level 40
40th Regrowth 124th year of Ascendancy at 04:01 see stats
Level 50
Got a character to level 50.By Suetonius Paulinus the Skeleton Archer level 50
32nd Dusk 124th year of Ascendancy at 14:40 see stats
Lucky Girl
Saved Melinda again and invited her to the Fortress to cure her.By Suetonius Paulinus the Skeleton Archer level 26
4th Flare 123rd year of Ascendancy at 08:36 see stats
Orcrist
Killed the leaders of the Orc Pride.By Suetonius Paulinus the Skeleton Archer level 46
10th Mirth 124th year of Ascendancy at 20:11 see stats
Portal ender
Fought the two Sorcerers and closed three invocation portals.By Suetonius Paulinus the Skeleton Archer level 50
36th Dusk 124th year of Ascendancy at 22:40 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Suetonius Paulinus the Skeleton Archer level 41
51st Regrowth 124th year of Ascendancy at 05:39 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Suetonius Paulinus the Skeleton Archer level 17
21st Haze 122nd year of Ascendancy at 01:09 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Suetonius Paulinus the Skeleton Archer level 25
66th Pyre 123rd year of Ascendancy at 05:35 see stats
Size is everything
Did over 1500 damage in one attack.By Suetonius Paulinus the Skeleton Archer level 32
3rd Haze 123rd year of Ascendancy at 01:35 see stats
Size matters
Did over 600 damage in one attack.By Suetonius Paulinus the Skeleton Archer level 19
5th Regrowth 123rd year of Ascendancy at 13:17 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Suetonius Paulinus the Skeleton Archer level 31
72nd Dusk 123rd year of Ascendancy at 15:42 see stats
The Arena
Unlocked Arena mode.By Suetonius Paulinus the Skeleton Archer level 9
4th Flare 122nd year of Ascendancy at 14:18 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Suetonius Paulinus the Skeleton Archer level 46
10th Mirth 124th year of Ascendancy at 17:00 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Suetonius Paulinus the Skeleton Archer level 20
66th Regrowth 123rd year of Ascendancy at 00:55 see stats
The bigger the better!
Did over 3000 damage in one attack.By Suetonius Paulinus the Skeleton Archer level 41
47th Regrowth 124th year of Ascendancy at 18:24 see stats
The secret city
Discovered the truth about mages.By Suetonius Paulinus the Skeleton Archer level 4
3rd Mirth 122nd year of Ascendancy at 01:04 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Suetonius Paulinus the Skeleton Archer level 35
50th Haze 123rd year of Ascendancy at 03:44 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Suetonius Paulinus the Skeleton Archer level 20
64th Regrowth 123rd year of Ascendancy at 22:14 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Suetonius Paulinus the Skeleton Archer level 26
79th Pyre 123rd year of Ascendancy at 23:20 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Suetonius Paulinus the Skeleton Archer level 17
75th Dusk 122nd year of Ascendancy at 12:47 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Suetonius Paulinus the Skeleton Archer level 28
38th Dusk 123rd year of Ascendancy at 01:20 see stats
Log
You gain 8.88 gold from the transmogrification of champion's drakeskin leather cap of the bounder (0 def, 5 armour).
You gain 6.69 gold from the transmogrification of augmenting elven-silk wizard hat of nature (+28%) (3 def, 0 armour).
You gain 8.70 gold from the transmogrification of temporal drakeskin leather gloves of the starseeker (0 def, 3 armour).
You gain 7.12 gold from the transmogrification of spellstreaming drakeskin leather gloves of magic (+5) (0 def, 3 armour).
You gain 7.75 gold from the transmogrification of brawler's voratun gauntlets of magic (+4) (0 def, 3 armour).
You gain 4.65 gold from the transmogrification of traveler's pair of voratun boots of evasion (18 def, 5 armour).
You gain 2.79 gold from the transmogrification of pair of drakeskin leather boots of spellbinding (0 def, 5 armour).
You gain 5.84 gold from the transmogrification of dreamer's pair of drakeskin leather boots of invasion (0 def, 5 armour).
You gain 13.69 gold from the transmogrification of stormwoven elven-silk robe of life (5 def, 0 armour).
You gain 1.98 gold from the transmogrification of mindwoven elven-silk robe of nature (+25%) (5 def, 0 armour).
You gain 11.18 gold from the transmogrification of thunderous voratun waraxe of shearing (38.5-53.9 power, 6 apr).
You gain 5.85 gold from the transmogrification of arcing voratun waraxe of torment (39-54.6 power, 6 apr).
You gain 14.87 gold from the transmogrification of magelord's dragonbone starstaff of channeling (30-36 power, 6 apr, temporal element).
You gain 13.94 gold from the transmogrification of living mindstar 'Uradevor' (16.5-18.15 power, 40 apr, nature damage).
You gain 8.56 gold from the transmogrification of hateful living mindstar of life (17-18.7 power, 40 apr, nature damage).
You gain 8.63 gold from the transmogrification of blazebringer's voratun mace of rage (46.5-65.1 power, 6 apr).
You gain 6.16 gold from the transmogrification of dragonbone longbow of true flight.
You gain 4.54 gold from the transmogrification of voratun dagger of the leech (37.5-48.75 power, 9 apr).
You gain 2.85 gold from the transmogrification of phase door rune of the wizard (range 15; power 48; dur 6).
You gain 2.83 gold from the transmogrification of lightning rune (433 lightning damage).
You gain 2.19 gold from the transmogrification of acid wave rune (316 acid damage; disarm 5 turns with power 22).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Suetonius Paulinus deactivates Venomous Ammunition.
Suetonius Paulinus deactivates Aim.
Suetonius Paulinus deactivates Intuitive Shots.


















































































































































