











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Forbidden Cults 1.7.4Official 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.
Ashes of Urh'Rok 1.7.4Official 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:
Cauterize Twr 1.7.4Adds a notification to the player when Cauterize triggers. This includes visual and audio effects. Thanks for playing! Items Vault 1.7.6Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Possessor Bonus Class 1.7.4Donators/Buyers bonus! OldRPG Redeemed - 1 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. OldRPG Redeemed - 2 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Shadowblade |
| Level / Exp | 50 / 1746% |
| Size | small |
| Lifes / Deaths | Killed by Yvurin the blinkwyrm at level 50 on the 59th Haze 123rd year of Ascendancy at 20:36 / 1 |
Primary Stats
| Strength | 74 (base 36) |
| Dexterity | 73 (base 48) |
| Constitution | 34 (base 14) |
| Magic | 126 (base 60) |
| Willpower | 61 (base 28) |
| Cunning | 100 (base 58) |
Resources
| Life | 1404/1404 |
| Mana | 630/630 |
| Stamina | 314/314 |
| Healing Factor | 1.345336564623 |
| Regeneration | 46.366031170213 |
Speed
| Mental | +62.80072722465% |
| Attack | 0% |
| Movement | 0% |
| Spell | +21.9466252584% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 18 |
| Infravision | 6 |
| See Stealth | 95.130263235346 |
| See Invisible | 97.130263235341 |
Offense: Mainhand
| Damage | 136 |
| Accuracy | 74 |
| Crit Chance | 60% |
| APR | 51 |
| Speed | 0.61 |
Offense: Offhand
| Damage | 104 |
| Accuracy | 74 |
| Crit Chance | 62% |
| APR | 20 |
| Speed | 0.61 |
Offense: Spell
| Spellpower | 83 |
| Crit Chance | 80% |
| Speed | 0.82003089292634 |
Offense: Mind
| Mindpower | 51 |
| Crit Chance | 36% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Arcane | +46% |
| Mind | +19% |
| All | +7% |
| Darkness | +43% |
| Light | +81% |
| Temporal | +37% |
| Physical | +60% |
| Fire | +16% |
| Nature | +27% |
Offense: Damage Penetration
| Darkness | +40% |
| Light | +40% |
| Physical | +30% |
| Nature | +40% |
| Arcane | +33% |
| Fire | +35% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 6 (48.304188961773%) |
| Defense | 104 |
| Ranged Defense | 104 |
| Fatigue | 0 |
| Physical Save | 41 |
| Spell Save | 54 |
| Mental Save | 47 |
Defense: Resistances
| Blight | + 42%( 70%) |
| Arcane | + 47%( 70%) |
| Mind | + 33%( 70%) |
| All | + 29%( 70%) |
| Darkness | + 38%( 75%) |
| Light | + 75%( 75%) |
| Physical | + 31%( 70%) |
| Fire | + 33%( 70%) |
| Nature | + 35%( 70%) |
Defense: Immunities
| Teleport Resistance | 10% |
| Pinning Resistance | 46% |
| Disarm Resistance | 34% |
| Confusion Resistance | 69% |
| Knockback Resistance | 43% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 518 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse 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 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 131 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 Willpower stat. |
| Runes | Effective talent level: 2.5 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 24 up to 8 times. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 2.5 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 53 up to 6 times. |
| Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (82% 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. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Technique / Duelist | 1.00 |
| 5/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Spell / Phantasm | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Dual techniques | 1.00 |
| 4/5 |
| 5/5 |
| 2/5 |
| 2/5 |
| Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| 3/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 2/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Cunning / Scoundrel | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Shadow Feed |
| talent | Trained Reactions |
| talent | Phantasmal Shield |
| talent | Shadow Combat |
| talent | Blade Flurry |
| beneficial effect | Parrying melee and ranged attacks: Has a 74% chance to deflect up to 30 damage from the next 3.0 attack(s). Parried attacks cannot crit. Parrying |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
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 grave | active |
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 again | active |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by giant spider. Escort: lost sun paladin (level 2 of Daikara) | failed |
You failed to protect the lost warrior from death by Elinn the white wolf. Escort: lost warrior (level 1 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | 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 |
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 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 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. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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 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: 5. | 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 AlchemistsAgrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed ice ant stinger. * You've found the needed minotaur nose. 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 found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 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 your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Spellpower: +15 (+3 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 286 arcane damage based on magic in a radius of 3 around the user after any teleport. It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 15 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
| Light source | Beloressra the dwarven lanternInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 45% Changes stats: +6 Con Changes resistances: +15% blight / +6% mind Changes damage: +3% acid Critical mult.: +20.00% Blindness immunity: +37% Disease immunity: +10% Confusion immunity: +29% Life regen: +16.00 Vim when firing critical spell: +2.00 Light radius: +16 See stealth: +17 See invisible: +19 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Track, placing all other charms into a 25 cooldown : Effective talent level: 6.5 Power cost: 25 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 9 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 | 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 (+1 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 22 power out of 35/35) : Effective talent level: 3.5 Power cost: 22 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 10. 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. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Displacement Shield (10% chance level 3). When this weapon hits: Wave of Power (15% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Tool | stralite torque of gale force 'Belynne' [power 370] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Physical power: +30 (+7 eff.) Defense: +15 (+2 eff.) Changes resistances: +12% light Critical mult.: +20.00% Stamina each turn: +3.00 It can be used to project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 592 physical damage Activation puts all charms on cooldown for 10 turns. When used: * Increase the duration of 3 beneficial effects by 3. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
| On fingers | voratun ring 'Charbearer'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+3 eff.) Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 35 * 22% chance to reduce all saves and defense by 31 Changes resistances penetration: +10% fire Changes damage: +12% mind / +9% fire Disarm immunity: +34% Pinning immunity: +46% Stun/Freeze immunity: +60% Knockback immunity: +43% Life regen: +14.00 Maximum life: +139.00 Spellpower: +15 (+3 eff.) Mindpower: +11 (+3 eff.) Healing mod.: +16% Rings make your fingers look great! |
| Around neck | Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+2 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 19 power out of 17/60) : Effective talent level: 4.5 Power cost: 19 out of 17/60. 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 while silencing and dealing 49 light damage to everyone else who enters. The circle lasts 5 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
| In main hand | Blade of Distorted Time (40-56 power, 40 apr)Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 20% Mag, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +40 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * deals 146 temporal damage and slows enemies in radius 6 of the target by 156% based on Magic Damage conversion: 20% temporal When wielded/worn: Changes damage: +30% temporal / +30% physical Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% It can be used to activate talent Blink Blade (costing 7 power out of 10/10) : Effective talent level: 5.5 Power cost: 7 out of 10/10. Range: 9 Travel Speed: instantaneous Is: a spell Description: Teleport to the target and attack with your melee weapons for 103% damage. Then teleport next to a second random enemy, attacking for 103% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
| Around waist | Neira's MemoryPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 415, based on Magic) for 10 turns Activation costs 13 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
| In off hand | Brenyrin the voratun dagger (36-47 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 36.5 - 47.5 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +14 darkness Damage against: +15% Living When wielded/worn: Accuracy: +8 (+2 eff.) Effects on melee hit: * 21% chance to slow global speed by 59% Changes stats: +19 Str / +9 Dex / +16 Mag / +10 Wil / +7 Cun / +8 Con Changes resistances: +3% blight / +6% fire Changes damage: +13% physical Spell save: +3 (+1 eff.) Infravision radius: +1 Sharp, short and deadly. |
| Cloak | Chamumnir the elven-silk cloak (16 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +16 (+2 eff.) Changes stats: +2 Dex / +5 Mag / +5 Wil Changes resistances: +9% nature / +3% darkness Changes resistances penetration: +8% arcane Changes damage: +14% arcane Critical mult.: +22.00% Physical save: +12 (+4 eff.) Confusion immunity: +10% Teleport immunity: +10% Life regen: +4.21 Only die when reaching: -80.00 life Maximum life: +40.00 Maximum mana: +81.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +14% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Starsorrow (30 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +30 (+5 eff.) Changes stats: +5 Cun Changes resistances: +3% physical / +45% light / +15% all Changes resistances penetration: +5% physical Changes damage: +66% light / +28% darkness Spell save: +20 (+6 eff.) Stamina each turn: +2.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +16% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
regeneration infusion of the sneak (heal 632; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 632 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. |
shatter afflictions rune of the duelist (absorb 99; cd 15)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 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 99 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 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. |
shatter afflictions rune of the psychic (absorb 97; 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: 18 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 97 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 Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 358; dur 5; cd 15)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 create a protective shield absorbing at most 358 damage for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Arechak the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +7 (+1 eff.) Damage when hit (Melee): 2 mind Changes stats: +4 Dex / +3 Mag / +9 Lck Changes damage: +6% blight Talent mastery: +0.18 Spell / Temporal Spell crit. chance: +1% Reduce all damage from unseen attackers: 10% Amulets make your neck look great! |
Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 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 38 power out of 60/60. The evilness of undeath radiates from this amulet. |
Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical Talent mastery: +0.00(-) Technique / Battle tactics A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Gloruminor the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Con Changes resistances: +17% lightning / +9% fire Reduces incoming crit damage: 10.00% Spell save: +15 (+5 eff.) Stun/Freeze immunity: +28% Light radius: +1 See invisible: +3 Amulets make your neck look great! |
The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
ZegarInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Defense: +5 (+0 eff.) Changes stats: +4 Str / +2 Wil Changes resistances: +2% physical Changes damage: +6% physical Mental save: +7 (+2 eff.) Confusion immunity: +12% Maximum stamina: +20.00 Mindpower: +7 (+2 eff.) Combat speed: +10% Amulets make your neck look great! |
cleansing copper amulet of strength (+3)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +13% nature / +12% blight Poison immunity: +22% Disease immunity: +23% Amulets make your neck look great! |
grounding copper amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +11% lightning Stun/Freeze immunity: +20% Amulets make your neck look great! |
restful steel amulet of constitution (+4)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Con Life regen: +2.00 Amulets make your neck look great! |
stralite amulet 'Cherach' =15s=Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +15 Str / +4 Dex Changes resistances: +5% arcane / +12% cold Changes resistances penetration: +20% blight Physical save: +9 (+3 eff.) Cut immunity: +20% Amulets make your neck look great! |
voratun amulet 'Bethith'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -15% Damage when hit (Melee): 4 arcane Changes stats: +8 Dex / +7 Cun / +7 Con Changes damage: +6% arcane Talent masteries: +0.40 Cunning / Survival +0.40 Technique / Duelist Critical mult.: +15.00% Life regen: +8.00 Stamina each turn: +1.00 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +20 (+4 eff.) Movement speed: +10% Amulets make your neck look great! |
Aduyavena the Searwitch =5s=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Damage when hit (Melee): 2 fire Changes stats: +5 Str / +4 Con Changes resistances: +22% darkness / +11% temporal Changes resistances penetration: +10% fire Changes damage: +3% lightning / +11% temporal / +11% darkness / +3% fire Rings make your fingers look great! |
Adyta the voratun ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 35 Damage when hit (Melee): 10 blight Changes stats: +3 Cun / +6 Wil Changes resistances: +40% nature Changes resistances penetration: +10% blight Changes damage: +20% nature / +21% mind Rings make your fingers look great! |
Dimworth the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+3 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 25% * 20% chance to reduce all saves and defense by 31 Changes stats: +8 Dex / +8 Cun / +11 Con Changes resistances: +9% mind Changes resistances penetration: +25% darkness / +25% lightning Rings make your fingers look great! |
FogjeerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +6 Physical crit. chance: +7.0% Physical power: +20 (+5 eff.) Defense: +12 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 25% Damage when hit (Melee): 10 darkness Changes stats: +6 Cun Stamina each turn: +3.00 Rings make your fingers look great! |
Galena the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +2 Defense: +6 (+1 eff.) Changes stats: +3 Cun Changes resistances: +6% nature / +6% mind Teleport immunity: +20% Rings make your fingers look great! |
GleamblackCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 acid / 6 light Changes stats: +5 Wil / +4 Con Changes resistances penetration: +20% light Reduces incoming crit damage: 10.00% Stun/Freeze immunity: +26% Life regen: +2.00 Rings make your fingers look great! |
Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
copper ring 'Guniharahek' =5s=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +15 (+4 eff.) Physical power: +5 (+1 eff.) Changes stats: +5 Str / +2 Wil Physical save: +3 (+1 eff.) Mental save: +4 (+1 eff.) Only die when reaching: -40.00 life Rings make your fingers look great! |
gladiator's voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+3 eff.) Changes stats: +6 Str / +6 Con Rings make your fingers look great! |
gold quartz ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 13% chance to reduce all saves and defense by 31 Damage (Melee): 8 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 31 Damage (Ranged): 14 physical Changes stats: +4 Cun Stun/Freeze immunity: +30% Hate when firing a critical mind attack: +2.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 13 cooldown : Effective talent level: 3.5 Power cost: 13 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
gold quartz ringInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Changes damage: +6% all Stun/Freeze immunity: +30% Life regen: +14.00 Maximum life: +70.00 Spellpower: +13 (+3 eff.) Mindpower: +7 (+2 eff.) Healing mod.: +12% Rings make your fingers look great! |
gold ring 'Xeribrelaith'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+3 eff.) Armour: +6 Changes stats: +3 Dex / +5 Mag / +6 Wil Changes resistances: +6% blight / +9% fire / +3% nature Disarm immunity: +23% Pinning immunity: +21% Knockback immunity: +31% Maximum life: +23.00 Spellpower: +6 (+1 eff.) Rings make your fingers look great! |
marksman's copper ring of aether (+11%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +11% arcane Changes damage: +11% arcane Rings make your fingers look great! |
marksman's copper ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +6 (+1 eff.) Changes stats: +2 Dex Spellpower: +5 (+1 eff.) Mindpower: +5 (+1 eff.) Rings make your fingers look great! |
pixie's voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +6 Mag Spellpower: +6 (+1 eff.) Rings make your fingers look great! |
pixie's voratun ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +13 Defense: +13 (+2 eff.) Changes stats: +5 Cun / +4 Mag Spellpower: +9 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 4.5 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 194% 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 make your fingers look great! |
psionicist's copper ring of sensingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Blindness immunity: +22% Infravision radius: +3 See stealth: +6 See invisible: +6 Rings make your fingers look great! |
psionicist's steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+1 eff.) Rings make your fingers look great! |
rogue's copper ring of corrosion (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +3 Cun Changes resistances: +22% acid Changes damage: +11% acid Rings make your fingers look great! |
voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +10 Defense: +14 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 4.5 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 194% 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 make your fingers look great! |
warrior's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Changes stats: +5 Str Rings make your fingers look great! |
Freezevault the voratun dagger (39-51 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (radius 1) on hit: +4 cold When wielded/worn: Accuracy: +22 (+6 eff.) Armour penetration: +15 Changes stats: +2 Mag / +6 Wil / +13 Con Changes resistances: +6% blight Changes resistances penetration: +5% cold / +14% all Changes damage: +12% arcane / +6% cold Mana each turn: +0.08 Maximum life: +110.00 Spellpower: +5 (+1 eff.) Sharp, short and deadly. |
Hettyrab the voratun dagger (38-50 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Wound the target dealing 257 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Armour penetration: +13 Physical crit. chance: +23.0% Physical power: +11 (+2 eff.) Armour: +10 Changes stats: +5 Wil / +8 Mag Critical mult.: +20.00% Reduces incoming crit damage: 15.00% Mental save: +3 (+1 eff.) Confusion immunity: +20% Spellpower: +11 (+2 eff.) Sharp, short and deadly. |
Mandible of Ungolmor (40-52 power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 65% Cun, 35% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +22.0% Attack speed: 100% When this weapon hits: Poisonous Bite (20% chance level 3). On weapon crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target Damage conversion: 30% darkness When wielded/worn: Armour: +15 Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Talent granted: +5 Toxic Death Poison immunity: +100% Light radius: -2 This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Shantiz the Stormblade (15-20 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 100% Dex, 0% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Yvedherewe the voratun dagger (38-49 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (radius 1) on hit: +12 mind When wielded/worn: Armour penetration: +8 Physical crit. chance: +10.0% Changes stats: +10 Str / +11 Dex / +20 Mag / +18 Wil / +15 Cun / +11 Con Changes resistances: +18% acid Changes resistances penetration: +5% mind Critical mult.: +29.00% Maximum psi: +40.00 Spellpower: +9 (+2 eff.) Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.chilling stralite dagger (26-34 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 26.5 - 34.5 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +10 cold Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.horrifying thorny mindstar (8-8 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.5 - 8.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 8 mind / 3 darkness Changes damage: +2% mind / +5% darkness Talent granted: +1 Attune Mindstar Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Koredratir (15-18 power, 3 apr, temporal element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +7 Defense: +7 (+1 eff.) Changes resistances: +3% blight / +6% nature Maximum wards: +3 temporal Changes damage: +15% temporal Talents granted: +2 Ward +1 Command Staff Life regen: +4.00 Mana each turn: +0.12 Spellpower: +14 (+3 eff.) Spell crit. chance: +8% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 19 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.ethereal yew vilestaff of greater warding (20-24 power, 4 apr, blight element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +9 Defense: +25 (+4 eff.) Maximum wards: +3 blight Changes damage: +20% blight Talents granted: +2 Ward +1 Command Staff Spellpower: +14 (+3 eff.) Spell crit. chance: +3% Damage Shield penetration: +15% Damage Shield Power: +7% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.void walker's yew vilestaff of invocation (20-24 power, 4 apr, blight element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +10% darkness / +7% temporal Changes damage: +20% blight Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +16 (+3 eff.) Spell crit. chance: +3% Defense after a teleport: +11 Resist all after a teleport: +13% New effects duration reduction after a teleport: +8% It can be used to conjure elemental energy in a radius 6 cone, dealing 61.52 to 73.83 blight damage Activation puts all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
Ebonyhash the drakeskin leather beltPowered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: -7% Effects on melee hit: * 20% chance to reduce damage dealt by 25% Damage when hit (Melee): 8 darkness Changes stats: +9 Mag / +9 Wil Changes resistances: +5% arcane Changes damage: +12% arcane Maximum encumbrance: +52 Mental save: +13 (+4 eff.) Spellpower: +10 (+2 eff.) Spell crit. chance: +5% A belt that goes around your waist. |
SplendourhackerCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +5 (+1 eff.) Defense: +21 (+3 eff.) Changes stats: +3 Con / +1 Mag Changes resistances: +9% lightning / +6% nature / +6% blight Critical mult.: +12.00% Stealth bonus: +12 Physical save: +12 (+4 eff.) Mindpower: +9 (+3 eff.) Light radius: +1 See invisible: +3 A belt that goes around your waist. |
noble's rough leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +6% blight Damage against: +15% Summoned Reduced damage from: +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
rough leather belt of burglary =stt=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Dex / +4 Cun / +6 Lck Trap disarming bonus: +6 Stealth bonus: +6 Infravision radius: +4 A belt that goes around your waist. |
Gloravena the Shinewreath (3 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 4 light Changes stats: +10 Mag / +9 Wil Changes resistances: +7% acid / +10% fire / +9% lightning / +9% cold Critical mult.: +20.00% Spell save: +19 (+6 eff.) Vim when firing critical spell: +2.00 Maximum mana: +66.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Neruwen the Sootfiend (2 def, 8 armour) =6co=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 25% Changes stats: +1 Str / +5 Mag / +6 Con Changes resistances: +9% darkness / +15% cold Changes damage: +6% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Glorygamina' (16 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +16 (+2 eff.) Changes resistances: +3% nature / +17% fire / +16% darkness / +19% light Changes resistances penetration: +9% darkness Changes damage: +17% darkness Stealth bonus: +22 Physical save: +6 (+2 eff.) Poison immunity: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% 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 'Aeryvena' (13 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +5 (+1 eff.) Physical power: +15 (+3 eff.) Defense: +13 (+2 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 35 Damage when hit (Melee): 4 blight Changes stats: +1 Str / +9 Mag / +16 Wil / +6 Cun Changes resistances penetration: +5% physical Critical mult.: +20.00% Spell save: +14 (+4 eff.) Maximum mana: +75.00 Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Heattitan (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +5 Cun Changes resistances: +18% acid / +19% physical / +48% light / +17% fire / +19% cold / +6% mind / +15% all Changes resistances penetration: +5% fire Changes damage: +17% acid / +25% physical / +54% light / +21% fire / +25% darkness / +25% cold Talent cooldown: Refit Golem (-6 turns) Reduces incoming crit damage: 5.00% Silence immunity: +10% Confusion immunity: +10% Only die when reaching: -40.00 life Spellpower: +9 (+2 eff.) Spell crit. chance: +7% Healing mod.: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Worm Nest (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +15 Mag Changes resistances: +13% all Reduce damage by fixed amount: +22 all Changes damage: +22% blight Spellpower: +15 (+3 eff.) Spell crit. chance: +8% Movement speed: +32% It can be used to activate talent Carrion Feet (costing 10 power out of 20/20) : Effective talent level: 4.5 Power cost: 10 out of 20/20. Range: 9 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 37%. You can also activate this talent to instantly destroy more worms, letting you jump in range 9 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
ancient elven-silk robe of Linaniil (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +9 Mag Changes resistances: +15% all Changes resistances penetration: +11% temporal / +12% physical Changes damage: +22% temporal / +22% physical Mana each turn: +0.32 Maximum mana: +93.00 Spellpower: +24 (+5 eff.) Spell crit. chance: +8% Reduces paradox anomalies(equivalent to willpower): +16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of voratun boots 'Betholratha' (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +3 Wil Changes damage: +12% arcane / +9% blight Critical mult.: +20.00% Spellpower: +30 (+6 eff.) Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Glowbringer the rough leather gloves (0 def, 7 armour) =15oop=Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Damage (Melee): 7 physical Changes resistances penetration: +10% light Changes damage: +5% physical Spell save: +6 (+2 eff.) Equilibrium when hit: +0.08 Mental crit. chance: +8% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Sand Breath (10% chance level 1). Damage (radius 1) on hit: +7 physical Damage (radius 2) on crit: +6 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets 'Boltlash' (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +12 Armour: +3 Fatigue: +5% Damage (Melee): 11 nature Changes stats: +5 Str / +12 Dex / +4 Wil / +8 Cun / +5 Con Changes resistances: +9% nature / +9% lightning Changes damage: +11% nature Talent mastery: +0.20 Technique / Grappling Reduces incoming crit damage: 15.00% Disarm immunity: +45% Infravision radius: +3 When used to modify unarmed attacks: Base power: 30.0 - 42.0 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +9 Armour Penetration: +24 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Venomous Breath (10% chance level 5). Damage (radius 2) on crit: +14 nature It can be used to activate talent Steady Shot, placing all other charms into a 13 cooldown : Effective talent level: 4.5 Power cost: 13 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 176% damage with a 29% 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. |
Xeralaith the dwarven-steel helm (15 def, 4 armour) =10s=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +15 (+2 eff.) Fatigue: +4% Changes stats: +10 Str / +9 Dex / +3 Cun Changes resistances penetration: +15% mind Changes damage: +3% mind It can be used to activate talent Skullcracker, placing all other charms into a 13 cooldown : Effective talent level: 4.5 Power cost: 13 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 524.2 Physical damage. If the attack hits, the target is confused (42% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Yaryzilador (0 def, 3 armour) =35 fuse stats=Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Str / +3 Wil / +5 Cun Changes resistances: +17% mind Mental save: +24 (+8 eff.) Confusion immunity: +35% Mindpower: +5 (+1 eff.) Mental crit. chance: +1% A cap made of leather. |
dwarven-steel helm 'Undeathtrencher' (0 def, 4 armour) =20 stun fuse=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to reduce all saves and defense by 31 Changes resistances: +12% lightning / +12% fire / +26% nature Changes damage: +9% mind Spell save: +5 (+1 eff.) Confusion immunity: +20% Stun/Freeze immunity: +20% Maximum life: +69.00 Healing mod.: +36% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.troll-hide hardened leather armour of lightning resistance (9 def, 6 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+1 eff.) Fatigue: +8% Changes resistances: +18% lightning Life regen: +5.40 Maximum life: +44.00 Healing mod.: +11% A suit of armour made of leather. |
1025 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Cut Drem ArmPowered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Betylaith the ShadebreakerPowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Wil / +6 Mag Changes resistances penetration: +25% darkness Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +100.00 Spellpower: +26 (+5 eff.) Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
DĂșathedlen HeartPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+1 eff.) Damage (Melee): 20 darkness Changes stats: +5 Mag Changes resistances: +30% light Changes resistances cap: +10% light Talent masteries: +0.20 Cunning / Stealth +0.20 Cursed / Darkness Light radius: -1000 Infravision radius: +7 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. Talent on hit(spell): Invoke Darkness (15% chance level 4). This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near 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. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 7 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. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
4 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. |
Rod of Recall (3/3)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 126 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. |
Khelyrach [power 175] (16 cooldown) =15oop=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes resistances penetration: +25% arcane Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +30 (+6 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 403 Base Damage: 197 Armor: 10 All Resist: 13 Activation puts all charms on cooldown for 16 turns. Natural totems are made by powerful wilders to store nature power. |
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 19 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In a selfless act, High Sun Paladin Aeryn sacrificed herself 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.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By 50% evasion the Halfling Shadowblade level 35
35th Pyre 123rd year of Ascendancy at 08:35 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By 50% evasion the Halfling Shadowblade level 35
33rd Pyre 123rd year of Ascendancy at 15:04 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By 50% evasion the Halfling Shadowblade level 40
55th Pyre 123rd year of Ascendancy at 19:46 see stats
Atamathoned! (Insane (Roguelike) difficulty)
Killed the giant golem Atamathon after foolishly reactivating it.By 50% evasion the Halfling Shadowblade level 50
16th Regrowth 124th year of Ascendancy at 23:40 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By 50% evasion the Halfling Shadowblade level 39
47th Pyre 123rd year of Ascendancy at 00:06 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By 50% evasion the Halfling Shadowblade level 26
53rd Regrowth 123rd year of Ascendancy at 08:44 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By 50% evasion the Halfling Shadowblade level 8
6th Flare 122nd year of Ascendancy at 16:40 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By 50% evasion the Halfling Shadowblade level 38
42nd Pyre 123rd year of Ascendancy at 12:45 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By 50% evasion the Halfling Shadowblade level 33
29th Pyre 123rd year of Ascendancy at 07:04 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By 50% evasion the Halfling Shadowblade level 22
30th Regrowth 123rd year of Ascendancy at 13:10 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By 50% evasion the Halfling Shadowblade level 28
57th Regrowth 123rd year of Ascendancy at 06:14 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By 50% evasion the Halfling Shadowblade level 28
66th Regrowth 123rd year of Ascendancy at 20:43 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By 50% evasion the Halfling Shadowblade level 50
4th Regrowth 124th year of Ascendancy at 13:25 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By 50% evasion the Halfling Shadowblade level 50
23rd Regrowth 124th year of Ascendancy at 13:57 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By 50% evasion the Halfling Shadowblade level 42
56th Pyre 123rd year of Ascendancy at 09:31 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By 50% evasion the Halfling Shadowblade level 10
9th Dusk 122nd year of Ascendancy at 21:58 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By 50% evasion the Halfling Shadowblade level 20
24th Haze 122nd year of Ascendancy at 18:32 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By 50% evasion the Halfling Shadowblade level 30
75th Regrowth 123rd year of Ascendancy at 04:43 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By 50% evasion the Halfling Shadowblade level 40
55th Pyre 123rd year of Ascendancy at 01:50 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By 50% evasion the Halfling Shadowblade level 50
56th Haze 123rd year of Ascendancy at 04:46 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By 50% evasion the Halfling Shadowblade level 50
1st Decay 123rd year of Ascendancy at 22:27 see stats
Overpowered! (Insane (Roguelike) difficulty)
Did over 6000 damage in one attack.By 50% evasion the Halfling Shadowblade level 50
16th Regrowth 124th year of Ascendancy at 22:10 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By 50% evasion the Halfling Shadowblade level 20
67th Haze 122nd year of Ascendancy at 08:39 see stats
Shasshhiy'Kaish (Insane (Roguelike) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By 50% evasion the Halfling Shadowblade level 37
42nd Pyre 123rd year of Ascendancy at 05:27 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By 50% evasion the Halfling Shadowblade level 50
5th Regrowth 124th year of Ascendancy at 06:47 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By 50% evasion the Halfling Shadowblade level 30
76th Regrowth 123rd year of Ascendancy at 13:54 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By 50% evasion the Halfling Shadowblade level 38
42nd Pyre 123rd year of Ascendancy at 18:38 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By 50% evasion the Halfling Shadowblade level 50
7th Regrowth 124th year of Ascendancy at 00:05 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By 50% evasion the Halfling Shadowblade level 7
2nd Mirth 122nd year of Ascendancy at 09:26 see stats
The High Lady's destiny (Insane (Roguelike) difficulty)
Won ToME by closing the Void portal using Aeryn as a sacrifice.By 50% evasion the Halfling Shadowblade level 50
7th Regrowth 124th year of Ascendancy at 00:06 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By 50% evasion the Halfling Shadowblade level 48
32nd Haze 123rd year of Ascendancy at 02:39 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By 50% evasion the Halfling Shadowblade level 50
16th Regrowth 124th year of Ascendancy at 22:10 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By 50% evasion the Halfling Shadowblade level 10
11st Dusk 122nd year of Ascendancy at 14:20 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By 50% evasion the Halfling Shadowblade level 43
79th Pyre 123rd year of Ascendancy at 03:21 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By 50% evasion the Halfling Shadowblade level 28
57th Regrowth 123rd year of Ascendancy at 05:17 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By 50% evasion the Halfling Shadowblade level 22
31st Regrowth 123rd year of Ascendancy at 09:09 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By 50% evasion the Halfling Shadowblade level 50
59th Haze 123rd year of Ascendancy at 20:36 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By 50% evasion the Halfling Shadowblade level 34
32nd Pyre 123rd year of Ascendancy at 07:01 see stats
Log
50% evasion uses Flurry.
50 evasion performs a melee critical strike against Training Dummy!
50 evasion performs a melee critical strike against Training Dummy!
Training Dummy's is vulnerable to attacks and effects!
50 evasion performs a melee critical strike against Training Dummy!
50 evasion performs a melee critical strike against Training Dummy!
50 evasion performs a melee critical strike against Training Dummy!
50 evasion hits Training Dummy for 124 light, 101 darkness, 496 light, 403 darkness, 99 light, 80 darkness, 148 light, 120 darkness, 395 light, 321 darkness, 14 light, 11 darkness, 99 light, 80 darkness, 104 light, 84 darkness, 414 light, 336 darkness, 99 light, 80 darkness, 148 light, 120 darkness, 424 light, 344 darkness, 14 light, 11 darkness, 99 light, 80 darkness, 39 light, 31 darkness, 155 light, 126 darkness, 99 light, 80 darkness, 148 light, 120 darkness, 453 light, 368 darkness, 14 light, 11 darkness, 99 light, 80 darkness (6671 total damage).
50 evasion 's sanctity area effect hits Training Dummy for 75 light, 61 darkness (135 total damage).
Training Dummy rearms.
Bleeding from 50 evasion hits Training Dummy for 461 light, 374 darkness (834 total damage).
50 evasion 's sanctity area effect hits Training Dummy for 71 light, 57 darkness (127 total damage).
Training Dummy speeds up.
Bleeding from 50 evasion hits Training Dummy for 437 light, 350 darkness (786 total damage).
50 evasion 's sanctity area effect hits Training Dummy for 71 light, 57 darkness (127 total damage).
Bleeding from 50 evasion hits Training Dummy for 437 light, 350 darkness (786 total damage).
50 evasion 's sanctity area effect hits Training Dummy for 71 light, 57 darkness (127 total damage).
Training Dummy is less vulnerable.
Training Dummy is fully armored again.
Training Dummy is free from the illness.
Bleeding from 50 evasion hits Training Dummy for 437 light, 350 darkness (786 total damage).
50 evasion 's storm dissipates.
Training Dummy stops bleeding.





































































































































