










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Temporal Warden |
| Level / Exp | 50 / 1776% |
| Size | big |
| Lifes / Deaths | Killed by Elorin the dreaming giant venus flytrap at level 13 on the 59th Dusk 122nd year of Ascendancy at 04:33 5 / 3Killed by Xeryletira the drem at level 21 on the 33rd Haze 122nd year of Ascendancy at 07:41 Killed by Chojak at level 50 on the 29th Dusk 124th year of Ascendancy at 19:30 |
Primary Stats
| Strength | 196.2984 (base 60) |
| Dexterity | 248.2984 (base 60) |
| Constitution | 115 (base 16) |
| Magic | 229.2984 (base 60) |
| Willpower | 137 (base 9) |
| Cunning | 163 (base 36) |
Resources
| Life | 1701/1701 |
| Mana | 57/963 |
| Paradox | 637 |
| Healing Factor | 1.5526315789474 |
| Regeneration | 114.52446830279 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +187.71401843884% |
Vision
| Sight | 10 |
| Lite | 20 |
| Infravision | 11 |
| See Stealth | 101.681181109 |
| See Invisible | 123.681181109 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 453 |
| Accuracy | 96 |
| Crit Chance | 70% |
| APR | 54 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 200 |
| Accuracy | 96 |
| Crit Chance | 76% |
| APR | 56 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 98 |
| Crit Chance | 75% |
| Speed | 1 |
Offense: Mind
| Mindpower | 78 |
| Crit Chance | 65% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +16% |
| Blight | +21% |
| Arcane | +18% |
| Cold | +17% |
| All | +9% |
| Lightning | +17% |
| Light | +23% |
| Physical | +12% |
| Darkness | +45% |
| Fire | +27% |
| Mind | +31% |
Offense: Damage Penetration
| Physical | +37% |
| Lightning | +30% |
| Darkness | +67% |
| Temporal | +35% |
| Blight | +35% |
| Arcane | +31% |
| Mind | +49% |
| All | +15% |
Defense: Base
| Armour (hardiness) | 80.317011280365 (73.452380952381%) |
| Defense | 88 |
| Ranged Defense | 89 |
| Fatigue | 0 |
| Physical Save | 71 |
| Spell Save | 64 |
| Mental Save | 74 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 68%( 70%) |
| Arcane | + 70%( 70%) |
| Cold | + 70%( 70%) |
| All | + 50%( 70%) |
| Mind | + 57%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 54%( 70%) |
| Temporal | + 69%( 70%) |
| Physical | + 60%( 70%) |
| Darkness | + 70%( 70%) |
| Fire | + 67%( 70%) |
| Nature | + 50%( 70%) |
Defense: Immunities
| Stun Resistance | 25% |
| Confusion Resistance | 30% |
| Blind Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 951 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 43% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1198% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 37 for 9 turns. While Heroism is active, you will only die when reaching -1449 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Class Talents
| Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Bow Threading | 1.30 |
| 3/5 |
| 3/5 |
| 5/5 |
| 2/5 |
| Chronomancy / Stasis | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 1/5 |
| Chronomancy / Blade Threading | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Phase Pulse |
| talent | Secrets of the Eternals |
| talent | Chant of Fortitude |
| talent | Premonition |
| talent | Contingency |
| talent | Weapon Folding |
| beneficial effect | All stats increased by 89. Pain Enhancement System |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+6 cooldowns). Infusion Saturation |
| beneficial effect | The target is regaining 74 life per turn and refreshing talents at twice the normal rate. Invigorate |
| beneficial effect | Increases your three highest stats by 36 and keeps you from dying even if your life drops to -1425. Heroism |
| beneficial effect | The target's spellpower has been increased by 18. Spellsurge |
| beneficial effect | Reduces arcane damage received by 22%. Premonition Shield |
| beneficial effect | The target is out of phase with reality, increasing defense by 45, resist all by 35%, and reducing the duration of detrimental timed effects by 22%. Out of Phase |
| beneficial effect | Each turn will fire an arrow at Argoniel. Arrow Echoes |
| beneficial effect | Focused on Argoniel, +32% critical damage and +32% critical hit chance against this target. Warden's Focus |
| beneficial effect | Increases global action speed by 88%. Speed |
| beneficial effect | The target is surrounded by a time distortion, absorbing 259/782 damage and sending it forward in time. While active all newly applied status effects durations are reduced by 51%. Time Shield |
| beneficial effect | The target's defense and saves have been increased by 9. 3 Spin |
| beneficial effect | The target's accuracy and power have been increased by 9. 3 Fateweaver |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 7 of Dreadfell. Escort: lost tinker (level 7 of Dreadfell)As a reward you improved talent Craftsman's Eye (+1 level(s)). | 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. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You must explore the morass. | failed |
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. | active |
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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 2320. | 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. | active |
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. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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 | ok (0 def, 14 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Fatigue: -4% Damage when hit (Melee): 20 fire Changes resistances: +15% acid / +29% temporal / +30% darkness / +15% fire / +15% cold / +6% mind / +15% lightning Changes resistances penetration: +10% blight / +20% temporal / +19% darkness / +15% mind Changes damage: +9% blight Maximum encumbrance: +50 Physical save: +15 (+3 eff.) Spellpower: +6 (+1 eff.) Defense after a teleport: +22 Resist all after a teleport: +20% New effects duration reduction after a teleport: +22% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | okInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +13 Changes stats: +4 Cun Changes resistances: +9% light / +3% blight Changes resistances penetration: +15% lightning / +15% all Blindness immunity: +50% Confusion immunity: +30% Maximum life: +75.00 Maximum psi: +30.00 Light radius: +17 See stealth: +21 See invisible: +25 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 68 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | okk (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 35% chance to inflict 15% damage reduction Changes stats: +28 Dex Changes resistances: +15% blight / +44% darkness Changes resistances penetration: +5% arcane Changes damage: +3% blight Spell save: +12 (+3 eff.) Mental save: +15 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +40.00 Spell crit. chance: +4% Infravision radius: +5 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Prismsweep (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 15% chance to blind Damage (Melee): 11 mind / 17 arcane Damage when hit (Melee): 4 mind Changes stats: +4 Str / +4 Dex / +7 Mag / +9 Wil / +4 Cun Changes resistances: +8% mind / +8% arcane Changes resistances penetration: +5% mind Changes damage: +9% mind Talent cooldown: Double Strike (-1 turn) Physical save: +5 (+1 eff.) Light radius: +2 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. |
| Tool | voratun pickaxe 'Bethomina' (dig speed 5 turns)Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +19 Physical power: +8 (+1 eff.) Defense: +6 (+1 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +8 Str / +4 Wil Changes damage: +13% mind / +10% fire Critical mult.: +17.00% Physical save: +6 (+1 eff.) Mental save: +13 (+3 eff.) Mental crit. chance: +5% Heals friendly targets nearby when you use a nature summon: +10 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+2 eff.) Armour: +20 Fatigue: -8% Effects on melee hit: * 34% chance to blind Damage (Melee): 43 light Effects on ranged hit: * 32% chance to blind Damage (Ranged): 50 light Changes stats: +10 Str / +1 Cun Changes damage: +7% all Mental save: +30 (+7 eff.) Spellpower: +17 (+3 eff.) Mindpower: +24 (+5 eff.) Infravision radius: +3 Can be unequipped, can't be rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Talent granted: +1 I Can Carry The World! Physical save: -30 (-8 eff.) Spell save: -30 (-8 eff.) Mental save: -30 (-7 eff.) You have set the ring to grant you I Can Carry The World!! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
| Around neck | voratun amulet 'Zubawyn'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Damage (Melee): 13 light / 15 darkness Effects when hit in melee: * 15% chance to inflict 15% damage reduction * 13% chance to blind Changes stats: +10 Str / +12 Dex / +8 Mag / +10 Wil / +2 Cun Changes resistances: +6% blight Changes resistances penetration: +10% blight Changes damage: +7% acid / +14% light / +15% darkness / +8% cold / +8% lightning / +8% fire Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Infravision radius: +3 See invisible: +6 Amulets can have magical properties. |
| In main hand | Eilinyda the voratun mace (44.5-62.3 power, 6 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 44.5 - 62.3 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target Burst (radius 1) on hit: +17 fire When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +13 Physical power: +6 (+0 eff.) Changes resistances: +1% physical Changes resistances penetration: +12% physical / +14% mind / +14% darkness Physical save: +33 (+8 eff.) Blunt and deadly. |
| Around waist | Jetprophet the drakeskin leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+0 eff.) Armour: +10 Defense: +10 (+2 eff.) Changes resistances: +10% lightning / +10% temporal / +12% blight / +6% cold / +6% acid Changes damage: +9% darkness Critical mult.: +12.00% Physical save: +16 (+4 eff.) Spell save: +6 (+2 eff.) A belt that goes around your waist. |
| In off hand | Spelldrinker (27-35.1 power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 100% Mag, 55% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+3 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
| Cloak | elven-silk cloak 'Turydil' (3 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Changes stats: +4 Dex / +4 Mag / +2 Wil / +2 Con Changes resistances: +10% darkness Changes resistances penetration: +10% physical / +11% arcane / +19% darkness Changes damage: +3% physical / +9% arcane / +12% darkness Critical mult.: +30.00% Stealth bonus: +20 Maximum mana: +54.00 Spellpower: +7 (+1 eff.) Spell crit. chance: +5% See invisible: +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Chromatic Harness (10 def, 14 armour)Requires: - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+2 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% cold / +20% fire / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Inventory
healing infusion of the duelist (heal 618)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 618 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 882 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 882 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the wizard (heal 1148 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1148 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the wizard (heal 1038 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1038 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the psychic (1016% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1016% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the warrior (1222% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1222% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the warrior (961% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 961% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
heroism infusion of the sneak (+29 for 10 turns, die at -1141)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 29 for 10 turns. While Heroism is active, you will only die when reaching -1141 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
heroism infusion of the sneak (+29 for 10 turns, die at -831)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 29 for 10 turns. While Heroism is active, you will only die when reaching -831 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
heroism infusion of the titan (+23 for 9 turns, die at -765)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 36 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 23 for 9 turns. While Heroism is active, you will only die when reaching -765 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
heat beam rune (51 fire damage)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: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 50.80 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 725 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: 14 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 725 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. |
shielding rune of the warrior (absorb 775 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: 16 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 775 damage for 5 turns. Its effects scale with your Strength 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 wizard (absorb 869 for 6 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 869 damage for 6 turns. 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. |
This item will automatically be transmogrified when you leave the level.vision rune of the sneak (radius 17; dur 29; see dragon) 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: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (17 radius) and to allow you to see invisible and stealthed creatures (power 49) for 29 turns. Your mind will become more receptive for 29 turns, allowing you to sense any dragon around. 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. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Scroll of Summoning (Limmir the Jeweler)Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon, costing 1 power out of 1/1. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
restful copper amulet of willpower (+2)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Wil Life regen: +1.10 Amulets can have magical properties. |
stabilizing copper amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +11% temporal Pinning immunity: +21% Knockback immunity: +21% Amulets can have magical properties. |
IvarevenaInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +6 (+0 eff.) Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +6 Cun Changes resistances: +5% arcane Changes resistances penetration: +25% arcane Physical save: +30 (+7 eff.) Life regen: +0.40 Amulets can have magical properties. |
GileroddamnirPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Changes stats: +1 Str / +5 Mag / +5 Wil Changes damage: +7% darkness / +7% temporal / +6% light / +11% physical Talent masteries: +0.17 Chronomancy / Spacetime Folding +0.17 Chronomancy / Spacetime Weaving Spell save: +3 (+1 eff.) Mental save: +10 (+3 eff.) Confusion immunity: +17% Spellpower: +5 (+1 eff.) Spell crit. chance: +6% Mindpower: +11 (+3 eff.) Damage Shield penetration: +30% Amulets can have magical properties. |
Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 60 power out of 60/60) : Effective talent level: 1.6 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 14 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 5 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
stralite amulet 'Gytha'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 12 physical Changes stats: +3 Dex / +4 Con Changes resistances: +14% lightning Physical save: +13 (+3 eff.) Blindness immunity: +17% Stun/Freeze immunity: +42% Life regen: +1.60 Only die when reaching: -80.00 life Maximum life: +70.00 Infravision radius: +6 Sight radius: +2 See invisible: +9 Healing mod.: +15% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level.voratun amulet of murder Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +20 Critical mult.: +20.00% 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. |
GetirorathCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes damage: +18% blight / +9% acid Disarm immunity: +23% Pinning immunity: +22% Knockback immunity: +20% Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +24.00 Rings can have magical properties. |
Velatira the DawnslicerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour by 30% Changes stats: +2 Con Changes resistances: +3% light Changes resistances penetration: +5% light / +15% acid Changes damage: +9% light / +9% acid Spell save: +11 (+3 eff.) Maximum stamina: +13.00 Rings can have magical properties. |
Aerurand the steel ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +4 Cun / +3 Wil Changes resistances: +3% nature / +3% fire Mental save: +12 (+3 eff.) Confusion immunity: +22% Stun/Freeze immunity: +15% Rings can have magical properties. |
gold ring 'Branolehek'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Str Changes resistances: +5% arcane Disease immunity: +20% Cut immunity: +15% Stun/Freeze immunity: +48% Life regen: +2.20 Rings can have magical properties. |
Gliwyn the stralite ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +25 (+3 eff.) Changes stats: +17 Str / +21 Con Changes resistances: +6% acid / +9% temporal / +9% blight / +6% fire / +3% mind Changes resistances penetration: +10% mind Physical save: +10 (+2 eff.) Rings can have magical properties. |
stralite ring 'Neryssra'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +14 Defense: +11 (+2 eff.) Changes resistances: +6% darkness / +28% fire Changes damage: +14% fire Spell save: +3 (+1 eff.) Blindness immunity: +10% Silence immunity: +15% Stun/Freeze immunity: +48% Life regen: +1.20 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% 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. |
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 (+10 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. |
voratun ring 'Chalilathabar'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +12 Defense: +11 (+2 eff.) Changes stats: +3 Str Changes resistances: +34% light Changes damage: +17% light Physical save: +12 (+3 eff.) Life regen: +1.30 Stamina each turn: +0.20 Maximum life: +91.00 Maximum stamina: +10.00 Healing mod.: +18% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% 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. |
This item will automatically be transmogrified when you leave the level.voratun greatmaul of massacre (88.5-132.75 power, 4 apr) Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 88.5 - 132.8 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.blazebringer's voratun greatsword (63.5-101.6 power, 4 apr) Requires: - Magic 48 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.5 - 101.6 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +23 fire When wielded/worn: Changes resistances penetration: +21% fire Global speed: +8% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.voratun greatsword 'Glowzephyr' (61.5-98.4 power, 4 apr) Requires: - Magic 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.5 - 98.4 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +12 mind When wielded/worn: Accuracy: +21 (+4 eff.) Armour penetration: +21 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +10 Cun Changes resistances: +12% blight / +9% fire / +6% mind / +12% nature Changes resistances penetration: +19% physical Spell save: +6 (+2 eff.) Light radius: +2 Massive two-handed swords. |
Aerynik the dwarven-steel mace (29.5-41.3 power, 4 apr)Requires: - Magic 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 29.5 - 41.3 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 20% chance to torment the target * 25% chance for lightning to arc to a second target Damage (Melee): +10 lightning When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +7 Changes resistances: +5% arcane Changes resistances penetration: +7% physical / +6% mind / +7% darkness Changes damage: +12% blight Blunt and deadly. |
hateful dwarven-steel mace of massacre (34.5-48.3 power, 4 apr)Requires: - Magic 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 34.5 - 48.3 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +13 darkness Damage against: +6% Living Blunt and deadly. |
Fulorath the voratun mace (56-78.4 power, 6 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 56.0 - 78.4 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +17 darkness Burst (radius 1) on hit: +12 fire Damage against: +12% Living When wielded/worn: Damage when hit (Melee): 8 temporal Changes resistances: +5% arcane / +6% temporal Changes resistances penetration: +20% arcane Blunt and deadly. |
iron dagger (9-11.7 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.0 - 11.7 Uses stats: 45% Dex, 95% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
insidious steel dagger of erosion (13-16.9 power, 6 apr)Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.0 - 16.9 Uses stats: 45% Dex, 95% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 insidious poison / +4 temporal / +7 nature Sharp, short and deadly. |
Koridrafang (17-22.1 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 17.0 - 22.1 Uses stats: 95% Mag, 45% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 34 bleeding, 86% reduced healing Damage (Melee): +9 cold When wielded/worn: Armour penetration: +2 Physical crit. chance: +4.0% Physical power: +5 (+0 eff.) Changes resistances: +6% lightning / +4% all Changes resistances penetration: +6% nature Cut immunity: +15% Stun/Freeze immunity: +10% Sharp, short and deadly. |
Swordbreaker (25-32.5 power, 20 apr)Requires: - Dexterity 10 - Cunning 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Dex, 50% Mag, 50% Cun Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+3 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+3 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Icy Kill (35-45.5 power, 10 apr)Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 95% Mag, 45% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Boltbutcher (54-70.2 power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 54.0 - 70.2 Uses stats: 95% Mag, 45% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to daze at end of turn When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +10 Physical power: +9 (+1 eff.) Damage when hit (Melee): 12 physical Changes stats: +4 Con Changes resistances penetration: +16% physical Disarm immunity: +16% Sharp, short and deadly. |
Cyrymiwyn the voratun dagger (36-46.8 power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 36.0 - 46.8 Uses stats: 95% Mag, 45% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 111% On weapon crit: * cripple the target Burst (radius 2) on crit: +8 temporal When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +12.0% Physical power: +12 (+1 eff.) Changes stats: +5 Dex / +6 Con Changes resistances: +6% temporal Changes resistances penetration: +9% physical Disarm immunity: +22% Sharp, short and deadly. |
yew longbow 'Ragurim'Requires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 On weapon hit: * 8% chance to daze at end of turn When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +3.0% Changes stats: +3 Str / +3 Dex / +2 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances: +9% blight / +3% darkness / +6% light Changes resistances penetration: +12% lightning / +12% physical Changes damage: +14% physical Longbows are used to shoot arrows at your foes. |
Swampstoker the elven-wood longbowRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 Damage (Ranged): +20 fire Burst (radius 2) on crit: +2 nature When wielded/worn: Physical power: +35 (+4 eff.) Changes stats: +13 Str Changes resistances: +3% nature / +6% mind Changes resistances penetration: +15% mind Changes damage: +6% nature / +17% fire Longbows are used to shoot arrows at your foes. |
hateful quiver of elm arrows of crippling (21/21, 14.5-20.3 power, 5 apr)Requires: - Dexterity 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 14.5 - 20.3 Uses stats: 70% Dex, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +9.0% Capacity: 21 On weapon crit: * cripple the target Damage (Ranged): +9 darkness Damage against: +11% Living Arrows are used with bows to pierce your foes to death. |
Elenelar the quiver of ash arrows (48/48, 18-25.2 power, 7 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Accuracy: +14 Armour Penetration: +7 Crit. chance: +12.5% Capacity: 48 On weapon hit: * 20 arcane resource burn On weapon crit: * cripple the target Damage (Ranged): +8 mind Burst (radius 1) on hit: +4 mind When wielded/worn: Ammo reloads per turn: +3 Arrows are used with bows to pierce your foes to death. |
Infernowing (18/18, 51-71.4 power, 18 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Base power: 51.0 - 71.4 Uses stats: 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +8.0% Capacity: 18 Travel speed: +200% Damage (Ranged): +17 nature / +15 temporal Burst (radius 1) on hit: +8 fire / +4 temporal Burst (radius 2) on crit: +4 fire Arrows are used with bows to pierce your foes to death. |
Radhagorn the Growward (15/15, 30-42 power, 10 apr)Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 30.0 - 42.0 Uses stats: 100% Mag, 70% Dex Damage type: Acid Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 15 On weapon hit: * Slows global speed by 40% * 40% chance to corrode armour by 30% Damage (Ranged): +39 insidious poison / +16 nature / +8 acid Burst (radius 1) on hit: +20 nature Arrows are used with bows to pierce your foes to death. |
Islebeth (18/18, 44.5-62.3 power, 14 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Base power: 44.5 - 62.3 Uses stats: 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Accuracy: +27 Armour Penetration: +14 Crit. chance: +2.5% Capacity: 18 On weapon hit: * 20% chance to curse the target Damage (Ranged): +25 blight / +16 arcane / +47 darkness / +28 mind Damage against: +20% Living Arrows are used with bows to pierce your foes to death. |
Arkul's Siege Arrows (14/14, 68-95.2 power, 100 apr)Requires: - Magic 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, 120% Mag Damage type: Physical Mastery: Strength of Purpose 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. |
quiver of dragonbone arrows 'Dourcast' (21/21, 54-75.6 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 54.0 - 75.6 Uses stats: 100% Mag, 70% Dex Damage type: Acid Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 21 On weapon hit: * 40% chance to inflict 15% damage reduction * 10% chance to stun, blind, pin, or confuse the target * 20% chance to curse the target On weapon crit: * wounds the target for 7 turns: 34 bleeding, 86% reduced healing Damage (Ranged): +8 acid / +23 physical / +40 darkness / +24 blight / +24 bleed / +27 temporal Burst (radius 1) on hit: +8 darkness Arrows are used with bows to pierce your foes to death. |
Unlightraider the silk robe (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 arcane Changes stats: +6 Mag Changes resistances: +21% light / +3% darkness Changes resistances penetration: +21% physical / +17% darkness / +7% temporal Changes damage: +22% darkness / +28% physical / +14% light / +9% temporal Maximum hate: +11.00 Mindpower: +9 (+2 eff.) Mental crit. chance: +3% Reduces paradox anomalies(equivalent to willpower): +11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Sparkpride (5 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +43% lightning / +18% physical / +16% fire / +38% cold / +5% arcane / +16% acid Changes resistances penetration: +15% arcane Changes damage: +17% lightning / +13% physical / +11% fire / +27% cold / +10% acid Talent cooldown: Refit Golem (-5 turns) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Relgyzilakan the Lustreobsidian (5 def, 13 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +13 Defense: +5 (+1 eff.) Fatigue: +24% Damage when hit (Melee): 6 light Changes stats: +2 Dex / +4 Wil Changes resistances: +7% acid / +3% physical / +11% darkness / +16% blight / +7% cold / +6% light / +20% lightning Allows you to breathe in: water Light radius: +2 A suit of armour made of metal plates. |
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. |
grounding rough leather belt of resilienceInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +6% temporal Maximum life: +31.00 A belt that goes around your waist. |
hardened leather belt 'Prismraven'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +6 Changes stats: +4 Dex Mental save: +8 (+2 eff.) Only die when reaching: -80.00 life Maximum life: +40.00 Spellpower: +7 (+1 eff.) Light radius: +3 A belt that goes around your waist. |
Daimakalthorach the drakeskin leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Defense: +19 (+4 eff.) Changes stats: +6 Dex Changes resistances: +7% lightning / +11% temporal Changes resistances penetration: +25% arcane Stealth bonus: +10 Maximum life: +45.00 See invisible: +3 A belt that goes around your waist. |
Poruba the ShockbutcherInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to disease Changes resistances: +22% lightning / +9% temporal / +3% blight Changes resistances penetration: +5% lightning / +12% physical Changes damage: +3% blight / +13% physical / +12% lightning Physical save: +11 (+2 eff.) Mindpower: +8 (+2 eff.) A belt that goes around your waist. |
cashmere cloak 'Porulle' (2 def, 11 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +11 Defense: +2 (+1 eff.) Changes stats: +7 Str Changes resistances: +6% acid / +18% cold / +8% lightning / +5% fire Physical save: +9 (+2 eff.) Mental save: +7 (+2 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient cashmere cloak of protection (2 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Spell save: +5 (+1 eff.) Mental save: +8 (+2 eff.) Maximum life: +35.00 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 'Belagar' (3 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +9 Defense: +3 (+1 eff.) Changes resistances: +15% temporal / +2% physical / +17% cold / +9% mind / +9% fire Reduces incoming crit damage: 10.00% Mental save: +30 (+7 eff.) 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 'Nerukira' (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +6 Defense: +3 (+1 eff.) Changes stats: +1 Str / +6 Dex / +3 Mag / +3 Wil / +5 Cun Changes resistances: +24% temporal / +22% darkness / +2% physical Critical mult.: +9.00% Healing mod.: +10% Defense after a teleport: +16 Resist all after a teleport: +12% New effects duration reduction after a teleport: +24% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Betabeth' (9 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +1 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +1% Changes stats: +1 Dex Blindness immunity: +10% Only die when reaching: -20.00 life Maximum life: +40.00 Spellpower: +3 (+1 eff.) A pair of boots made of leather. |
Lisabrethra the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -3% Changes stats: +3 Str / +1 Cun / +6 Con Changes damage: +6% arcane Maximum encumbrance: +25 Physical save: +18 (+4 eff.) Mental save: +15 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +4% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 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. A pair of boots made of leather. |
Plaguespiker the pair of drakeskin leather boots (6 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +6 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +5% Changes stats: +6 Str / +4 Mag / +4 Wil / +10 Con Changes resistances penetration: +10% nature / +9% physical Changes damage: +7% physical Mindpower: +3 (+1 eff.) Light radius: +2 Infravision radius: +2 Size category: +1 It can be used to activate talent Blindside, 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: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 33 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Boots of the Hunter (2 def, 12 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+1 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Nimbusjam (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 cold Changes resistances: +3% lightning / +6% cold / +6% light Changes damage: +3% cold Stun/Freeze immunity: +30% Teleport immunity: +15% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
restful rough leather gloves of dexterity (+2) (0 def, 1 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +1 Changes stats: +2 Dex Life regen: +1.00 Stamina each turn: +0.60 Maximum stamina: +10.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Armybers the Curenull (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +11.0% Armour: +2 Damage when hit (Melee): 4 nature Changes stats: +2 Cun / +7 Mag Changes resistances: +7% darkness / +3% nature / +7% light Changes damage: +6% arcane Critical mult.: +5.00% Maximum life: +40.00 Spell crit. chance: +8% Mental crit. chance: +10% Infravision radius: +2 It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 145.67 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Blastlash the iron gauntlets (6 def, 1 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Defense: +6 (+1 eff.) Ranged Defense: +6 (+2 eff.) Damage (Melee): 5 arcane Changes stats: +4 Mag / +4 Wil Changes resistances: +4% arcane Changes damage: +6% lightning Maximum life: +40.00 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. Metal gloves protecting the hands up to the middle of the lower arm. |
Spellhunt Remnants (2 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Spell save: +6 (+2 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +2% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Unrydar the dwarven-steel gauntlets (0 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +8 Armour: +6 Damage when hit (Melee): 16 blight Changes stats: +4 Cun / +2 Dex Changes resistances penetration: +5% blight / +15% arcane Mental save: +7 (+2 eff.) Life regen: +1.60 Stamina each turn: +0.70 Mana each turn: +0.12 Maximum life: +55.00 Maximum stamina: +15.00 Maximum vim: +10.00 It can be used to activate talent Steady Shot, 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 Description: Fire a steady shot, doing 162% damage with a 26% 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. |
Hand of the World-Shaper (0 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+2 eff.) Spell crit. chance: +10% It can be used to activate talent Earthquake (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 94.50 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Will of Ul'Gruth (0 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 25 power out of 25/25) : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% light / +10% lightning Changes damage: +10% light / +10% lightning It can be used to activate talent Call Lightning (costing 20 power out of 30/30) : Effective talent level: 1.0 Power cost: 20 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 68.37 to 205.11 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
Porubrelaith (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+0 eff.) Defense: +10 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +3 Mag Changes resistances penetration: +10% arcane Spell save: +6 (+2 eff.) Maximum life: +20.00 Maximum vim: +20.00 Healing mod.: +10% A pointy cloth hat, very wizardly... |
Geteraldil the drakeskin leather cap (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +7 Armour: +5 Fatigue: +5% Changes stats: +4 Cun / +5 Dex Changes resistances: +16% blight / +10% darkness Physical save: +25 (+6 eff.) Spell save: +15 (+4 eff.) Mental save: +12 (+3 eff.) Equilibrium when hit: +0.12 Maximum stamina: +35.00 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. |
Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 90.78 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
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 (+3 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+3 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
dwarven-steel helm 'Gloraleba' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 12 blight Changes stats: +4 Wil Changes resistances: +11% blight / +11% fire / +9% nature / +8% cold Changes resistances penetration: +10% blight Changes damage: +6% blight Spell save: +5 (+1 eff.) Mental save: +9 (+2 eff.) Maximum life: +62.00 Healing mod.: +12% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
ok (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 4 blight Changes stats: +13 Str / +4 Wil / +2 Cun / +6 Con Changes resistances: +36% fire / +15% cold Changes resistances penetration: +10% lightning / +10% fire Changes damage: +9% fire Physical save: +14 (+3 eff.) Mental save: +15 (+4 eff.) Mindpower: +6 (+2 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
ok (0 def, 13 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Physical power: +6 (+0 eff.) Armour: +13 Fatigue: +5% Changes stats: +7 Str / +11 Dex / +6 Con / +17 Lck Changes resistances: +15% lightning / +15% temporal / +2% physical Reduces incoming crit damage: 10.00% Physical save: +20 (+5 eff.) Spell crit. chance: +5% Mental crit. chance: +7% Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Emoyamina' (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 12 arcane / 10 physical Changes stats: +3 Str / +1 Wil Changes resistances: +15% lightning / +12% temporal / +19% light / +20% darkness Changes damage: +3% arcane Grants telepathy: Demon/Minor Humanoid/Orc Demon/Major Physical save: +19 (+4 eff.) Maximum psi: +50.00 Heals friendly targets nearby when you use a nature summon: +20 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 1284.4 Physical damage. If the attack hits, the target is confused (48% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 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. |
5 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. |
11 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. |
2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 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. |
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. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
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. |
1747 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. |
71 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Xenor the EbonyraiderCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes resistances: +12% blight Changes resistances penetration: +15% darkness Changes damage: +3% blight / +3% darkness Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Shineravage'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to blind Changes stats: +4 Wil Changes resistances: +3% light Hate when firing a critical mind attack: +3.00 Maximum life: +40.00 Mental crit. chance: +2% Light radius: +2 Heals friendly targets nearby when you use a nature summon: +30 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of clarityInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 (+2 eff.) Light radius: +2 See stealth: +5 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+1 eff.) Maximum life: +42.00 Light radius: +2 Healing mod.: +11% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 7 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Scorpionblast the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 arcane Changes resistances: +15% nature / +5% arcane Changes resistances penetration: +10% arcane / +25% nature Maximum life: +64.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 235.04 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 235.04 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
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? |
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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
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 963.42 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 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 1217.74 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. |
voratun torque of thermal psionic shield 'Poresevena' [power 165] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +6 Cun Maximum wards: +3 physical / +3 mind / +4 darkness Changes resistances penetration: +5% acid Changes damage: +9% acid Grants telepathy: Demon/Minor Demon/Major Talent cooldown: Silence (-2 turns) Talents granted: +10 Silence +1 Ward Mental crit. chance: +2% It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 165 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of thorny skin [power 15] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Galebrace the elven-wood totem of cure ailments [power 3] (10 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes resistances: +9% blight Maximum wards: +3 acid / +3 nature / +4 light Changes resistances penetration: +20% lightning Changes damage: +9% lightning Talent cooldown: Invoke Tentacle (+5 turn) Talents granted: +1 Invoke Tentacle +1 Ward Poison immunity: +5% Disarm immunity: +5% It can be used to remove up to 3 poisons or diseases from a target within range 10 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
Turin the dragonbone totem of healing [power 197] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +4 Dex Changes resistances: +12% acid / +6% cold / +9% nature / +6% fire Maximum wards: +3 acid / +4 nature / +3 light Talent granted: +1 Ward Only die when reaching: -80.00 life Healing mod.: +15% It can be used to heal a target within range 10 (based on Willpower) for 197, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 3 It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
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.
In a selfless act, you sacrificed yourself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit 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.
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Chojak the Shalore Temporal Warden level 35
12nd Haze 123rd year of Ascendancy at 17:12 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Chojak the Shalore Temporal Warden level 49
38th Pyre 124th year of Ascendancy at 00:07 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Chojak the Shalore Temporal Warden level 35
10th Haze 123rd year of Ascendancy at 23:12 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Chojak the Shalore Temporal Warden level 40
39th Haze 123rd year of Ascendancy at 14:49 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Chojak the Shalore Temporal Warden level 47
28th Pyre 124th year of Ascendancy at 05:15 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Chojak the Shalore Temporal Warden level 38
33rd Haze 123rd year of Ascendancy at 16:14 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Chojak the Shalore Temporal Warden level 23
43rd Regrowth 123rd year of Ascendancy at 02:33 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Chojak the Shalore Temporal Warden level 10
47th Dusk 122nd year of Ascendancy at 13:09 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Chojak the Shalore Temporal Warden level 37
23rd Haze 123rd year of Ascendancy at 20:01 see stats
Don't Poosh it! (Insane (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Chojak the Shalore Temporal Warden level 27
23rd Pyre 123rd year of Ascendancy at 13:03 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Chojak the Shalore Temporal Warden level 31
1st Time of Equilibrium 123rd year of Ascendancy at 14:03 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Chojak the Shalore Temporal Warden level 21
38th Haze 122nd year of Ascendancy at 14:25 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Chojak the Shalore Temporal Warden level 50
78th Pyre 124th year of Ascendancy at 03:34 see stats
Guiding Hand (Insane (Adventure) difficulty)
Saved all escorted adventurers.By Chojak the Shalore Temporal Warden level 36
19th Haze 123rd year of Ascendancy at 07:21 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Chojak the Shalore Temporal Warden level 25
2nd Pyre 123rd year of Ascendancy at 04:34 see stats
Impossible Death (Insane (Adventure) difficulty)
Got killed by your future self.By Chojak the Shalore Temporal Warden level 30
66th Pyre 123rd year of Ascendancy at 15:24 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Chojak the Shalore Temporal Warden level 10
47th Dusk 122nd year of Ascendancy at 13:07 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Chojak the Shalore Temporal Warden level 20
29th Haze 122nd year of Ascendancy at 16:31 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Chojak the Shalore Temporal Warden level 30
66th Pyre 123rd year of Ascendancy at 01:48 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Chojak the Shalore Temporal Warden level 40
39th Haze 123rd year of Ascendancy at 07:08 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Chojak the Shalore Temporal Warden level 50
50th Pyre 124th year of Ascendancy at 01:46 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Chojak the Shalore Temporal Warden level 50
75th Pyre 124th year of Ascendancy at 10:55 see stats
Portal reaver (Insane (Adventure) difficulty)
Fought the two Sorcerers and closed two invocation portals.By Chojak the Shalore Temporal Warden level 50
29th Dusk 124th year of Ascendancy at 19:29 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Chojak the Shalore Temporal Warden level 21
21st Regrowth 123rd year of Ascendancy at 09:46 see stats
Selfless (Insane (Adventure) difficulty)
Won ToME by closing the Void portal using yourself as a sacrifice.By Chojak the Shalore Temporal Warden level 50
29th Dusk 124th year of Ascendancy at 19:30 see stats
Shasshhiy'Kaish (Insane (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Chojak the Shalore Temporal Warden level 29
65th Pyre 123rd year of Ascendancy at 20:44 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Chojak the Shalore Temporal Warden level 45
24th Pyre 124th year of Ascendancy at 09:02 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Chojak the Shalore Temporal Warden level 30
73rd Dusk 123rd year of Ascendancy at 19:49 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Chojak the Shalore Temporal Warden level 38
29th Haze 123rd year of Ascendancy at 19:47 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Chojak the Shalore Temporal Warden level 8
22nd Dusk 122nd year of Ascendancy at 14:07 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Chojak the Shalore Temporal Warden level 50
76th Pyre 124th year of Ascendancy at 01:16 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Chojak the Shalore Temporal Warden level 24
67th Regrowth 123rd year of Ascendancy at 14:19 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Chojak the Shalore Temporal Warden level 48
35th Pyre 124th year of Ascendancy at 15:54 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Chojak the Shalore Temporal Warden level 8
35th Dusk 122nd year of Ascendancy at 20:18 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Chojak the Shalore Temporal Warden level 41
4th Regrowth 124th year of Ascendancy at 10:01 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Chojak the Shalore Temporal Warden level 21
38th Haze 122nd year of Ascendancy at 10:43 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Chojak the Shalore Temporal Warden level 15
7th Haze 122nd year of Ascendancy at 21:06 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Chojak the Shalore Temporal Warden level 34
10th Haze 123rd year of Ascendancy at 14:18 see stats
Log
Fire drake hatchling slows down.
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
New Achievement: Portal reaver (Insane (Adventure) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Chojak's temporal clone hits Chojak for (12 focus), (26 to time), 0 arcane (0 total damage).
Acid Splash from Argoniel hits Chojak for (3 to time), 0 acid (0 total damage).
Chojak's temporal clone's Arrow Stitching hits The One That Hunts for 0 blight, 0 acid, 0 physical (0 total damage).
Chojak's temporal clone's Arrow Stitching hits Fire drake hatchling for 152 physical damage.
Chojak's temporal clone's Arrow Stitching hits Argoniel for 743 blight, 9 light, 1 acid, 8 blight, 9 mind, 2 blight, 1 acid, 88 physical (862 total damage).
Chojak's temporal clone's Arrow Stitching killed Argoniel!
Saving game...
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
Personal New Achievement: Selfless (Insane (Adventure) difficulty)!
Saving done.
Chojak deactivates Secrets of the Eternals.
Chojak stops weaving fate.
Chojak deactivates Contingency.
Chojak deactivates Chant of Fortitude.
The protective shield of Chojak disappears.
Chojak is no longer invigorated.
Chojak deactivates Premonition.
Chojak is no longer out of phase.
Chojak is no longer surging arcane power.
Chojak stops spinning fate.
Chojak deactivates Weapon Folding.
Chojak slows down.
Chojak no longer feels strong.
Chojak deactivates Phase Pulse.


















































































































































































