











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Tuned Sounds Version1 1.6.7This addon tune or remove some of the sound effects in the game. I copied large parts of the addon Better Sounds. You might ask why I do not just use that mod. The reason is because I do not like the death scream, sling and whip_hit and I want to tweak the sounds however I like. All the spells are tuned so they are less harsh or annyoing. Some of the spell sound effects really should be replaced completely but I do not have anything better at hand or any skill in audio creation. This is just for my own use and I uploaded it so I can use it with an online profile. As long as I play I will tune it if I feel like it. Dampened the sound of these spellsArcane Breath Cloud Devouring Flame Dispel Earth Echo Fire Fireflash Heal Slime Spell Generic 1 Spell Generic 2 Teleport TidalwaveChanged the sound of these spells Ice - Removed part of the snapping sound Water - Copied the sound from my dampened Tidalwave. The original Water sound is really bad. Lightning - Copied the sound from the addon Better Sounds but also dampened it a little Thunderstorm - Copied the sound from LightningAttacks Shoot - Copied the sound effect from addon Better Sounds Sling - Copied the sound effect from addon Better SoundsAmbient No jungle sounds No wolf/hound howling sounds No town sounds at all. No hammering, no eagles and so on.Other Coin - Copied the sound effect from addon Better Sounds Door Creaks - Copied the sound effect from addon Better Sounds Post Effects fixes 1.6.0The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.6.6Donators/Buyers bonus! Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Select First Escort 1.6.7Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. Embers of Rage 1.6.7Official 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:
Improved Auto-explore and Rest 1.6.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Myth's Tactical Borders 1.5.9This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Temporal Warden |
| Level / Exp | 37 / 72% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 29 (base 16) |
| Dexterity | 79 (base 60) |
| Constitution | 41 (base 15) |
| Magic | 74 (base 60) |
| Willpower | 50 (base 18) |
| Cunning | 45 (base 11) |
Resources
| Life | 966/1087 |
| Mana | 291/396 |
| Paradox | 260 |
| Healing Factor | 1.3503791469195 |
| Regeneration | 16.542144549764 |
Speed
| Mental | -4.9960036108132E-12% |
| Attack | -4.9960036108132E-12% |
| Movement | +25.000000000001% |
| Spell | -4.9960036108132E-12% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 3 |
| See Stealth | 16.377726440467 |
| See Invisible | 16.377726440467 |
Offense: Mainhand
| Damage | 130 |
| Accuracy | 50 |
| Crit Chance | 38% |
| APR | 24 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 47 |
| Crit Chance | 22% |
| Speed | 1.0000000000001 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 30% |
| Speed | 1.0000000000001 |
Offense: Damage Bonus
| Darkness | +6% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +45% |
| Light | +30% |
| Temporal | +37% |
| Fire | +35% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 54 (77.811550151976%) |
| Defense | 79 |
| Ranged Defense | 79 |
| Fatigue | 0 |
| Physical Save | 50 |
| Spell Save | 38 |
| Mental Save | 40 |
Defense: Resistances
| Lightning | + 16%( 70%) |
| Acid | + 16%( 70%) |
| Darkness | + 42%( 70%) |
| Temporal | + 52%( 70%) |
| Cold | + 17%( 70%) |
| Physical | + 16%( 70%) |
| Mind | + 16%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Disarm Resistance | 37% |
| Teleport Resistance | 0% |
| Stun Resistance | 90% |
| Blind Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 94 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 216 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 632% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
| Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Bow Threading | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Chronomancy / Stasis | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| talent | Phase Pulse |
| talent | Secrets of the Eternals |
| talent | Premonition |
| talent | Chant of Fortress |
| talent | Weapon Folding |
| beneficial effect | The target is surrounded by a magical shield, absorbing 382/382 damage before it crumbles. Damage Shield |
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. | active |
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 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by snow giant boulder thrower. Escort: lost sun paladin (level 1 of Daikara) | failed |
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 Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Norgos Lair. Escort: lost tinker (level 2 of Norgos Lair) | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Norgos Lair. Escort: temporal explorer (level 3 of Norgos Lair)As a reward you improved talent Foresight (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Glutira the vampire lord. Escort: worried loremaster (level 6 of Dreadfell) | failed |
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 have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 353. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed sandworm tooth. * You've found the needed pouch of luminous horror dust. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed green worm. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
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 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 within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | dreamer's pair of dwarven-steel boots of void walking (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Cun / +3 Wil Changes resistances: +16% darkness / +15% temporal Changes resistances penetration: +12% darkness / +12% temporal Physical save: +8 (+2 eff.) Spell save: +7 (+3 eff.) Mental save: +7 (+2 eff.) Defense after a teleport: +19 Resist all after a teleport: +10% New effects duration reduction after a teleport: +17% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | barbed quiver of elven-wood arrows (17/17, 59-82.6 power, 14 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 59.0 - 82.6 Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +10.5% Capacity: 17 On weapon crit: * Wound the target dealing 158 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
| Light source | alchemist's lamp 'Noonswift'Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +8 Changes resistances: +9% acid / +2% physical / +11% cold / +9% mind / +8% temporal Changes resistances penetration: +5% light Reduces incoming crit damage: 10.00% Only die when reaching: -80.00 life Light radius: +4 Defense after a teleport: +16 Resist all after a teleport: +12% New effects duration reduction after a teleport: +22% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Quasit's Skull (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+4 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| Tool | Gessra the Cinderfame [power 51] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +6 Str / +2 Dex / +5 Wil / +2 Con Changes resistances penetration: +10% fire Infravision radius: +3 It can be used to setup a psionic shield, reducing all damage taken by 51 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | gold quartz ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% Life regen: +10.00 Maximum life: +59.00 Healing mod.: +13% Rings can have magical properties. |
| On fingers | copper quartz ringPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 24 Damage (Melee): 5 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 24 Damage (Ranged): 10 physical Changes stats: +6 Cun / +3 Mag Stun/Freeze immunity: +30% Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 Spellpower: +7 (+2 eff.) It can be used to activate talent Bleeding Edge, 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: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
| Around waist | hardened leather belt 'Ce'Nyna'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Defense: +5 (+1 eff.) Changes stats: +4 Cun / +4 Dex Physical save: +12 (+4 eff.) Blindness immunity: +10% Knockback immunity: +20% Life regen: +2.00 Maximum life: +40.00 Mental crit. chance: +8% A belt that goes around your waist. |
| In main hand | enhanced yew longbow of enduringRequires: - Dexterity 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +8 When wielded/worn: Changes stats: +9 Str / +12 Dex / +9 Mag / +21 Wil / +12 Cun / +20 Con Maximum life: +57.00 Longbows are used to shoot arrows at your foes. |
| On hands | heroic drakeskin leather gloves of the juggernaut (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +8 Changes stats: +1 Con Physical save: +18 (+6 eff.) Spell save: +7 (+3 eff.) Mental save: +20 (+6 eff.) Disarm immunity: +37% Maximum life: +48.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+3 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
| Cloak | cashmere cloak 'Lelakan' (2 def, 4 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Changes resistances: +9% lightning / +25% temporal / +21% darkness / +2% physical Changes resistances penetration: +8% darkness Changes damage: +6% darkness Stealth bonus: +15 Maximum life: +30.00 Defense after a teleport: +15 Resist all after a teleport: +12% New effects duration reduction after a teleport: +16% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts 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. |
| Around neck | Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+3 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
healing infusion of the duelist (heal 222; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 222 then cleanse 1 wound, poison, and disease 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 nature talent. |
healing infusion of the wizard (heal 199; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 199 then cleanse 1 wound, poison, and disease effect. 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 nature talent. |
heroism infusion of the wizard (die at -411; dur 7; cd 33)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 33 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -411 life. The duration and life will increase by 1% for every 1% life you have lost (currently 456 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 nature talent. |
movement infusion of the sneak (speed 806%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 806% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. 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 nature talent. |
regeneration infusion of the sneak (heal 494; 15 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 494 life over 5 turns. 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 nature talent. |
regeneration infusion of the warrior (heal 519; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 519 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 nature talent. |
regeneration infusion of the wizard (heal 312; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 312 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 nature talent. |
wild infusion of the duelist (res 31%; mental; dur 4; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 31% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. |
wild infusion of the psychic (res 32%; magical; dur 2; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 32% for 2 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. |
wild infusion of the titan (res 27%; mental, magical; dur 4; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 23%; mental, physical; dur 2; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 23% for 2 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. |
Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 470 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
shatter afflictions rune of the titan (absorb 113; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 113 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 73; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 73 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 514; dur 6; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 514 damage for 6 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the warrior (threshold 46; blocks 3; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 46 up to 3 times. 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 spell talent. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Duvadevor the RainbringerInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 10 mind / 4 cold Changes stats: +4 Wil Changes resistances: +9% cold Changes damage: +21% cold / +9% arcane / +9% mind Mental save: +10 (+3 eff.) Confusion immunity: +19% Mindpower: +8 (+4 eff.) Amulets can have magical properties. |
InfernowyrdPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Mag Changes resistances: +24% fire Changes resistances penetration: +15% temporal Changes damage: +9% fire Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets can have magical properties. |
Polimira the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +15 (+5 eff.) Defense: +10 (+2 eff.) Changes stats: +5 Con / +1 Mag Changes resistances: +16% mind Physical save: +6 (+2 eff.) Confusion immunity: +22% Light radius: +3 Amulets can have magical properties. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
protective stralite amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +6 (+1 eff.) Changes stats: +3 Mag Changes resistances cap: +3% all Physical save: +19 (+6 eff.) Mana each turn: +0.26 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +50.00 Amulets can have magical properties. |
stralite amulet 'Treewrest'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 50% Changes stats: +7 Str / +7 Wil / +2 Cun Physical save: +22 (+7 eff.) Spell save: +18 (+7 eff.) Mental save: +22 (+7 eff.) Light radius: +3 Infravision radius: +2 See invisible: +6 Amulets can have magical properties. |
BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+3 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
YaryrandInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +4.0% Changes stats: +6 Con Changes resistances: +5% arcane / +12% temporal Physical save: +12 (+4 eff.) Spell save: +18 (+7 eff.) Only die when reaching: -40.00 life Maximum life: +40.00 Mindpower: +10 (+5 eff.) Healing mod.: +15% Rings can have magical properties. |
gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
stralite quartz ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +9% nature / +9% blight Poison immunity: +23% Disease immunity: +21% Stun/Freeze immunity: +30% Rings can have magical properties. |
titan's copper ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Stun/Freeze immunity: +21% Life regen: +2.00 Rings can have magical properties. |
warrior's steel ring of arcana (+0.13/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Silence immunity: +23% Mana each turn: +0.13 Rings can have magical properties. |
Dagger of the Past (25-32.5 power, 20 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stats: 50% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+2 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+4 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
enhanced stralite dagger (29.5-38.35 power, 9 apr)Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.5 - 38.4 Uses stats: 45% Dex, 45% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Changes stats: +7 Str / +5 Dex / +7 Mag / +7 Wil / +10 Cun / +7 Con Sharp, short and deadly. |
CloudsparRequires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +9 Damage (Ranged): +20 physical Damage (radius 1) on hit: +20 mind When wielded/worn: Accuracy: +32 (+9 eff.) Armour penetration: +20 Physical power: +15 (+5 eff.) Ammo reloads per turn: +4 Changes resistances: +6% lightning Changes resistances penetration: +18% all Changes damage: +18% physical Longbows are used to shoot arrows at your foes. |
EilinesenneRequires: - Dexterity 16 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +7 When wielded/worn: Changes stats: +8 Str / +6 Dex / +6 Mag / +9 Wil / +8 Cun / +9 Con Changes resistances penetration: +10% blight Critical mult.: +20.00% Mana when firing critical spell: +2.00 Spellpower: +10 (+3 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Longbows are used to shoot arrows at your foes. |
Morrigor (50-70 power, 12 apr)Requires: - Magic 40 Powered by arcane forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 50.0 - 70.0 Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * deal 37.00 arcane and 39.22 darkness damage (based on Magic) in a radius 1 around the target On weapon kill: * swallows the victim's soul, gaining a new power When wielded/worn: Talent granted: +1 Soul Purge Spellpower: +24 (+8 eff.) Spell crit. chance: +12% This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
Twilight's Edge (47-65.8 power, 7 apr)Requires: - Magic 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * release a burst of light and dark damage (scales with Magic) When wielded/worn: Changes stats: +4 Str / +4 Mag / +4 Cun Changes damage: +18% darkness / +18% light Spellpower: +12 (+4 eff.) Spell crit. chance: +4% Light radius: +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
caustic voratun mace of shearing (47.5-66.5 power, 6 apr)Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 47.5 - 66.5 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +20 acid / +20 nature When wielded/worn: Accuracy: +15 (+5 eff.) Armour penetration: +19 Changes resistances penetration: +18% acid / +11% nature / +10% all Blunt and deadly. |
Cinderfeet (3 def, 5 armour)Requires: - Dexterity 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +4 Cun / +4 Mag Changes resistances: +20% cold Changes damage: +18% fire Light radius: +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 47 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
undeterred pair of hardened leather boots of tirelessness (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Silence immunity: +28% Confusion immunity: +34% Stun/Freeze immunity: +31% Stamina each turn: +0.30 Maximum stamina: +19.00 A pair of boots made of leather. |
heroic voratun gauntlets of magic (+3) (0 def, 9 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +9 Fatigue: +5% Changes stats: +3 Mag Changes damage: +6% arcane Mental save: +5 (+1 eff.) Maximum life: +66.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+4 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
leafwalker's hardened leather cap of precognition (7 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +3 Defense: +7 (+1 eff.) Fatigue: +3% Effects when hit in melee: * 13% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Cun Changes resistances: +10% nature Spell save: +6 (+3 eff.) Maximum life: +57.00 Healing mod.: +13% A cap made of leather. |
radiant cured leather armour of the deep (6 def, 6 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +6 (+1 eff.) Fatigue: +7% Changes stats: +3 Wil Changes resistances: +14% blight / +5% cold / +12% darkness / +7% acid Allows you to breathe in: water Light radius: +2 A suit of armour made of leather. |
Glacierblow the quiver of ash arrows (20/20, 34-47.6 power, 7 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 2 Base power: 34.0 - 47.6 Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +23.5% Capacity: 20 On weapon crit: * Wound the target dealing 158 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Ranged): +20 cold / +11 nature / +8 arcane Damage (radius 1) on hit: +8 cold Arrows are used with bows to pierce your foes to death. |
166 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. |
8 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. |
6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Mayeratta (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 50% * 10% chance to reduce armor by 34% Changes stats: +1 Str Changes resistances: +3% light / +3% lightning Changes damage: +3% mind Spell save: +3 (+2 eff.) Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 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. |
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. |
6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Satyrterror the alchemist's lampInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +3% nature Changes damage: +12% mind Mental save: +10 (+3 eff.) Stun/Freeze immunity: +10% Knockback immunity: +20% Teleport immunity: +10% Only die when reaching: -40.00 life Light radius: +4 See stealth: +6 See invisible: +12 A normal brass lantern, enhanced by alchemy to make it brighter. |
Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+3 eff.) Mindpower: +10 (+5 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 5.0 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
yew totem of healing [power 266] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 266 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
14 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. |
11 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Jared the Shalore Temporal Warden level 33
26th Haze 123rd year of Ascendancy at 04:20 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Jared the Shalore Temporal Warden level 33
24th Haze 123rd year of Ascendancy at 12:26 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By Jared the Shalore Temporal Warden level 37
74th Haze 123rd year of Ascendancy at 10:58 see stats
Ay ay captain! (Nightmare (Adventure) difficulty)
Turn into a pirate!By Jared the Shalore Temporal Warden level 12
8th Haze 122nd year of Ascendancy at 12:19 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Jared the Shalore Temporal Warden level 35
68th Haze 123rd year of Ascendancy at 15:13 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Jared the Shalore Temporal Warden level 9
4th Flare 122nd year of Ascendancy at 08:49 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Jared the Shalore Temporal Warden level 34
65th Haze 123rd year of Ascendancy at 06:56 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Jared the Shalore Temporal Warden level 17
10th Allure 123rd year of Ascendancy at 01:06 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Jared the Shalore Temporal Warden level 28
1st Summertide 123rd year of Ascendancy at 05:30 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Jared the Shalore Temporal Warden level 28
19th Dusk 123rd year of Ascendancy at 06:21 see stats
Impossible Death (Nightmare (Adventure) difficulty)
Got killed by your future self.By Jared the Shalore Temporal Warden level 20
44th Regrowth 123rd year of Ascendancy at 03:23 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Jared the Shalore Temporal Warden level 10
23rd Dusk 122nd year of Ascendancy at 03:55 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Jared the Shalore Temporal Warden level 20
43rd Regrowth 123rd year of Ascendancy at 16:26 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Jared the Shalore Temporal Warden level 30
15th Haze 123rd year of Ascendancy at 14:03 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Jared the Shalore Temporal Warden level 16
40th Haze 122nd year of Ascendancy at 01:03 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Jared the Shalore Temporal Warden level 35
65th Haze 123rd year of Ascendancy at 08:48 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Jared the Shalore Temporal Warden level 6
7th Mirth 122nd year of Ascendancy at 12:33 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Jared the Shalore Temporal Warden level 9
17th Dusk 122nd year of Ascendancy at 20:17 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Jared the Shalore Temporal Warden level 29
14th Haze 123rd year of Ascendancy at 00:33 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Jared the Shalore Temporal Warden level 18
1st Regrowth 123rd year of Ascendancy at 02:22 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Jared the Shalore Temporal Warden level 32
23rd Haze 123rd year of Ascendancy at 19:19 see stats
Wibbly Wobbly Timey Wimey Stuff (Nightmare (Adventure) difficulty)
Killed the weaver queen and the temporal defiler.By Jared the Shalore Temporal Warden level 5
79th Pyre 122nd year of Ascendancy at 01:08 see stats
Log
Today is the 5th Decay of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 22:33.
Looking around... (direction keys to select interesting things, shift+direction keys to move freely)
Jared switches his weapons to: Blade of Distorted Time
plaguebringer's stralite dagger of crippling.
Jared switches his weapons to: enhanced yew longbow of enduring
barbed quiver of elven-wood arrows.
A shield forms around Jared.
A barrier bursts from the leather jacket!
Jared deactivates Weapon Folding.
Jared deactivates Phase Pulse.
Jared deactivates Chant of Fortress.
Jared deactivates Premonition.
Jared deactivates Secrets of the Eternals.
The shield around Jared crumbles.
























































































































