













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** 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. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. 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. Possessor Bonus Class 1.7.4Donators/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.] 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:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official 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:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Rogue |
| Level / Exp | 50 / 1869% |
| Size | medium |
| Lifes / Deaths | Killed by Atamathon the Giant Golem at level 50 on the 72nd Haze 123rd year of Ascendancy at 08:36 / 2Killed by Atamathon the Giant Golem at level 50 on the 72nd Haze 123rd year of Ascendancy at 09:10 |
Primary Stats
| Strength | 86 (base 60) |
| Dexterity | 85 (base 60) |
| Constitution | 37 (base 15) |
| Magic | 94 (base 36) |
| Willpower | 32 (base 9) |
| Cunning | 100 (base 60) |
Resources
| Life | -283/1555 |
| Mana | 553/553 |
| Stamina | 287/312 |
| Healing Factor | 1.7041015905905 |
| Regeneration | 124.12289986815 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 7 |
| See Stealth | 49.683315893437 |
| See Invisible | 49.683315893437 |
| ESP Range | 20 |
| ESP Kinds | horror |
Offense: Mainhand
| Damage | 102 |
| Accuracy | 67 |
| Crit Chance | 57% |
| APR | 80 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 93 |
| Accuracy | 67 |
| Crit Chance | 71% |
| APR | 52 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 60 |
| Crit Chance | 44% |
| Speed | 1 |
Offense: Mind
| Mindpower | 49 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +104% |
| Darkness | +27% |
| Nature | +37% |
| Temporal | +82% |
| Fire | +13% |
| Arcane | +60% |
| Cold | +13% |
| All | +7% |
Offense: Damage Penetration
| Temporal | +40% |
| Physical | +53% |
| All | +25% |
| Nature | +55% |
Defense: Base
| Armour (hardiness) | 35 (38.594633868923%) |
| Defense | 84 |
| Ranged Defense | 84 |
| Fatigue | 0 |
| Physical Save | 40 |
| Spell Save | 45 |
| Mental Save | 46 |
Defense: Resistances
| Acid | + 46%( 70%) |
| Blight | + 60%( 70%) |
| Arcane | + 59%( 70%) |
| Cold | + 50%( 70%) |
| All | + 37%( 70%) |
| Darkness | + 46%( 70%) |
| Light | + 31%( 45%) |
| Temporal | + 50%( 70%) |
| Physical | + 63%( 70%) |
| Lightning | + 52%( 70%) |
| Fire | + 52%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 80% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Disarm Resistance | 78% |
| Bleed Resistance | 100% |
| Pinning Resistance | 84% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 76% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 163 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 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 105 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. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 49 up to 7 times. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 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 45 up to 6 times. Its effects scale with your Cunning stat. |
| 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. |
Class Talents
| Cunning / Artifice | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Technique / Duelist | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| Cunning / Trapping | 2.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Poisons | 2.30 |
| 3/5 |
| 7/5 |
| 5/5 |
| 5/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Lethality | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 29.6 and stamina regeneration by 5.9. Soothing Darkness |
| beneficial effect | The target's critical strike damage bonus is increased by 36%. Shadowstrike |
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 have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Daikara. Escort: lost tinker (level 2 of Daikara)As a reward you improved talent Craftsman's Eye (+1 level(s)). | done |
You failed to protect the lost warrior from death by orc grand master assassin. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Dreadfell. Escort: worried loremaster (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * 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: 3177. | 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 |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
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 within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to 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 (+4 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 241 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 14 power out of 10/24. A wispy purple aura surrounds these translucent black boots. |
| Quiver | Void Quiver (0/0, 156% power, 120 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Power: 156% Range: 1.4x Uses stats: 70% Dex, 40% Mag, 50% Str Damage type: Temporal darkness Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +120 Crit. chance: +6.0% When this weapon hits: Spatial Tether (15% chance level 1). When this weapon hits: Dimensional Anchor (15% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
| Light source | alchemist's lamp 'Uridir'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour: +4 Changes stats: +8 Con Changes resistances: +5% blight Critical mult.: +5.00% Life regen: +4.00 Maximum life: +48.00 Maximum stamina: +10.00 Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | drakeskin leather cap 'Lisoleba' (23 def, 10 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +10 Defense: +23 (+4 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +7 Cun / +4 Con Changes resistances: +11% nature Changes resistances penetration: +15% physical Spell save: +8 (+3 eff.) Stamina each turn: +3.00 Maximum life: +67.00 Infravision radius: +4 Healing mod.: +14% A cap made of leather. |
| 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: Power: 145% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 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 | Serpentweeper [power 340] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes resistances: +15% nature / +9% fire Changes resistances penetration: +15% nature Changes damage: +6% cold Critical mult.: +15.00% Mindpower: +25 (+8 eff.) Mental crit. chance: +2% It can be used to blast the opponent's mind dealing 364 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 9 turns. When used: * Reduce fatigue by 48% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | voratun ring 'Belyriba' =gg=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +16 Defense: +12 (+2 eff.) Changes stats: +3 Str / +3 Wil Changes resistances: +6% lightning / +6% cold Disarm immunity: +50% Pinning immunity: +50% Stun/Freeze immunity: +82% Knockback immunity: +45% Life regen: +15.00 Maximum life: +121.00 Healing mod.: +17% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% 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! |
| On fingers | gold quartz ring =gg=Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Dex Changes resistances: +3% lightning Changes damage: +12% arcane Spell save: +9 (+3 eff.) Disarm immunity: +28% Pinning immunity: +34% Stun/Freeze immunity: +98% Knockback immunity: +31% Life regen: +11.00 Spellpower on spell critical (stacks up to 3 times): +2 Only die when reaching: -60.00 life Maximum life: +29.00 Spellpower: +10 (+3 eff.) Rings make your fingers look great! |
| Around neck | Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 33 power out of 60/60) : Effective talent level: 2.0 Power cost: 33 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
| In main hand | Blade of Distorted Time (150% power, 40 apr)Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 150% Range: 1.4x 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 114 temporal damage and slows enemies in radius 6 of the target by 124% 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 6 power out of 4/10) : Effective talent level: 4.0 Power cost: 6 out of 4/10. Range: 8 Travel Speed: instantaneous Is: a spell Description: Teleport to the target and attack with your melee weapons for 94% damage. Then teleport next to a second random enemy, attacking for 94% 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 | Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+5 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
| In off hand | Mandible of Ungolmor (150% power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 150% Range: 1.3x Uses stats: 35% Dex, 65% Cun 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. |
| Cloak | Bilepanic (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +15 Defense: +3 (+0 eff.) Effects on melee hit: * 20% chance to slow global speed by 58% * 20% chance to reduce all saves and defense by 30 Changes resistances: +21% nature / +16% blight Changes resistances penetration: +15% nature Changes damage: +6% fire Critical mult.: +26.00% Stealth bonus: +7 Life regen: +9.00 Maximum life: +53.00 Healing mod.: +19% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Polagann (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour penetration: +1 Changes stats: +1 Dex / +13 Mag / +4 Wil Changes resistances: +31% physical / +6% temporal / +15% all Changes resistances penetration: +13% physical / +15% temporal Changes damage: +45% temporal / +16% arcane / +57% physical Physical save: +3 (+1 eff.) Mental save: +3 (+1 eff.) Life regen: +4.00 Maximum mana: +49.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +3% Reduces paradox anomalies(equivalent to willpower): +14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Elixir of AvoidanceInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to permanently increase your defense and ranged defense by six. A vial of opaque green fluid. |
Elixir of the FoxInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to permanently increase your dexterity and cunning by three. A vial of pink, airy fluid. |
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 570 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. |
blink rune of the duelist (range 6; phase 21; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. 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. |
blink rune of the sneak (range 9; phase 30; cd 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 30%, your defense is increased by 30 and all your resistances by 30%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 92; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 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 92 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. 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 430; dur 5; cd 18)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 create a protective shield absorbing at most 430 damage for 5 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. |
shielding rune of the duelist (absorb 409; dur 4; cd 18)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 create a protective shield absorbing at most 409 damage for 4 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. |
shielding rune of the warrior (absorb 589; 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 589 damage for 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the warrior (threshold 30; blocks 6; 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 30 up to 6 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! |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Dazzleream the gold amulet =5co=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Str / +8 Cun / +5 Con Changes resistances: +31% light / +21% darkness Changes damage: +9% acid Blindness immunity: +34% Amulets make your neck look great! |
EilinissraCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +8 Wil / +4 Con Blindness immunity: +20% Life regen: +2.00 Healing mod.: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets make your neck look great! |
Festermark =nice=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +25 (+7 eff.) Changes resistances: +12% temporal Changes resistances penetration: +10% physical Changes damage: +12% nature / +12% physical Critical mult.: +10.00% Pinning immunity: +25% Knockback immunity: +21% Stamina each turn: +2.00 Amulets make your neck look great! |
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 17 power out of 60/60) : Effective talent level: 3.0 Power cost: 17 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 18 light damage to everyone else who enters. The circle lasts 4 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. |
Spellblaze EchoesPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +6 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +15 Spellpower: +8 (+2 eff.) Spell crit. chance: +6% It can be used to unleash a destructive wail, destroying terrain and dealing 1085.28 physical damage (based on Magic) in a radius of 3 Activation costs 33 power out of 60/60. This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
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." |
The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 20 power out of 36/36) : Effective talent level: 4.0 Power cost: 20 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (160). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
copper amulet 'Vorimina'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +3% light / +1% physical Disarm immunity: +10% Confusion immunity: +20% Maximum life: +80.00 Amulets make your neck look great! |
enraging voratun amulet of cunning (+8)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +8 (+3 eff.) Changes stats: +8 Cun Changes damage: +6% physical Combat speed: +10% Amulets make your neck look great! |
gold amulet 'Belyvena'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +40 (+8 eff.) Changes stats: +7 Lck Changes resistances: +6% acid Changes damage: +9% acid Reduces incoming crit damage: 10.00% See invisible: +12 Reduce all damage from unseen attackers: 13% Amulets make your neck look great! |
steel amulet 'Forestnoon'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +4 Defense: +25 (+5 eff.) Changes stats: +6 Str / +6 Dex / +6 Wil Changes damage: +3% nature Poison immunity: +20% Healing mod.: +20% Amulets make your neck look great! |
Bethiwyn the voratun ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Mag / +2 Wil Changes resistances: +9% blight Changes damage: +12% blight Critical mult.: +20.88% Mental save: +15 (+5 eff.) Confusion immunity: +42% Damage Shield penetration: +31% Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% Rings make your fingers look great! |
Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Emelata the voratun ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +17 Defense: +15 (+3 eff.) Changes stats: +3 Str / +16 Wil / +14 Cun Changes resistances: +3% cold / +2% physical Changes damage: +12% mind Reduces incoming crit damage: 10.00% Stun/Freeze immunity: +20% Mindpower: +28 (+9 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% 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! |
Erotar the Nightdare =12co=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Str / +3 Wil / +3 Cun / +12 Con Changes resistances: +36% darkness Changes damage: +24% darkness Rings make your fingers look great! |
Giluzilakhad the gold ring =14m=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +14 Mag / +12 Wil Changes resistances penetration: +20% arcane Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +40.00 Spellpower: +9 (+3 eff.) Damage Shield penetration: +20% Rings make your fingers look great! |
Manyrion =12m=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +4 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 10 light Damage (Ranged): 26 light Changes stats: +2 Str / +12 Mag / +6 Cun Changes resistances: +3% acid Changes damage: +15% light Blindness immunity: +20% Pinning immunity: +20% Spellpower: +9 (+3 eff.) Rings make your fingers look great! |
Nightsong =blink=Infused 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 (+5 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 28 power out of 50/50) : Effective talent level: 2.0 Power cost: 28 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. |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+4 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. |
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 'Xerudama' =10stun=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +2 Changes resistances: +20% nature / +6% temporal Changes damage: +10% nature Mental save: +3 (+1 eff.) Stun/Freeze immunity: +10% Maximum life: +20.00 Healing mod.: +15% Rings make your fingers look great! |
copper ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Life regen: +8.00 Maximum life: +41.00 Healing mod.: +12% Rings make your fingers look great! |
copper ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Life regen: +7.00 Maximum life: +44.00 Healing mod.: +12% Rings make your fingers look great! |
gladiator's copper ring of speed =5co=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +6 (+2 eff.) Defense: +6 (+1 eff.) Changes stats: +5 Str / +5 Con Movement speed: +11% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 22 cooldown : Effective talent level: 5.2 Power cost: 22 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 41% for 5 turns. Rings make your fingers look great! |
pixie's gold ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun / +4 Mag Disarm immunity: +34% Pinning immunity: +23% Knockback immunity: +22% Maximum life: +35.00 Spellpower: +8 (+2 eff.) Rings make your fingers look great! |
stralite ring 'Glorethra' =stam=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +3.0% Defense: +12 (+2 eff.) Changes stats: +6 Cun / +6 Wil Changes damage: +9% physical Stamina each turn: +3.00 Maximum stamina: +30.00 Maximum psi: +40.00 Rings make your fingers look great! |
treant's gold ring of lightning (+5%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +5% blight / +5% nature / +24% lightning Changes damage: +12% lightning Poison immunity: +10% Disease immunity: +13% Rings make your fingers look great! |
voratun bloodstone ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +7 Wil Stun/Freeze immunity: +60% Mindpower: +11 (+3 eff.) Rings make your fingers look great! |
voratun bloodstone ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +7 Wil Stun/Freeze immunity: +60% Mindpower: +7 (+2 eff.) Rings make your fingers look great! |
voratun ring 'Falodas' =20co=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +30 (+8 eff.) Effects on melee hit: * 20% chance to reduce armor by 38% Damage when hit (Melee): 2 arcane Changes stats: +10 Str / +20 Con Changes damage: +3% acid / +18% arcane / +8% all Physical save: +20 (+7 eff.) Spellpower: +20 (+5 eff.) Mindpower: +20 (+6 eff.) Rings make your fingers look great! |
warrior's gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Changes stats: +2 Str Stun/Freeze immunity: +36% Life regen: +1.00 Rings make your fingers look great! |
Bilelace (131% power, 9 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 131% Range: 1.3x 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% On weapon hit: * 20% chance to slow global speed by 58% On weapon crit: * Wound the target dealing 228 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +8 nature When wielded/worn: Physical crit. chance: +13.0% Physical power: +13 (+4 eff.) Defense: +15 (+3 eff.) Reduces incoming crit damage: 15.00% Confusion immunity: +20% Pinning immunity: +20% Light radius: +3 Sharp, short and deadly. |
Brodegen (148% power, 9 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 148% Range: 1.3x 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: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 228 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +17 darkness Damage against: +20% Living When wielded/worn: Physical crit. chance: +17.0% Physical power: +12 (+4 eff.) Defense: +10 (+2 eff.) Changes resistances: +6% blight Only die when reaching: -20.00 life Maximum life: +20.00 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Eilinuwen the Furnacedream (146% power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x 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): +8 blight / +26 cold Damage (radius 1) on hit: +16 darkness When wielded/worn: Changes stats: +5 Wil Changes damage: +18% fire Spellpower: +20 (+5 eff.) Spell crit. chance: +2% Sharp, short and deadly. |
Elenirin the Smearkiller (148% power, 9 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 149% Range: 1.3x 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: * 21% chance to slow global speed by 58% * 21% chance to reduce all saves and defense by 30 On weapon crit: * Wound the target dealing 228 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +25 mind / +20 nature Damage (radius 1) on hit: +4 lightning When wielded/worn: Armour penetration: +11 Physical crit. chance: +24.0% Physical power: +13 (+4 eff.) Effects on melee hit: * 20% chance to slow global speed by 58% Changes stats: +5 Cun / +6 Wil Changes resistances: +9% lightning Changes damage: +6% lightning / +9% nature Critical mult.: +30.00% Sharp, short and deadly. |
Shantiz the Stormblade (111% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x 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. |
Tulohir the Darkdash (146% power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x 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% When this weapon hits: Curse of Defenselessness (20% chance level 5). On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 100 damage When wielded/worn: Damage when hit (Melee): 6 arcane Changes stats: +11 Mag / +8 Wil Changes resistances: +6% darkness Changes resistances penetration: +20% arcane Spell save: +9 (+3 eff.) Spellpower: +10 (+3 eff.) Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Winter's kiss (175% power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 175% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +26 nature Damage (radius 2) on crit: +20 cold When wielded/worn: Accuracy: +50 (+13 eff.) Defense: +19 (+4 eff.) Changes stats: +10 Dex Changes resistances: +6% acid / +3% fire / +5% arcane / +3% cold Changes resistances penetration: +10% cold Disarm immunity: +63% Combat speed: +10% Massive two-handed swords. |
Awakened Staff of Absorption (172% power, 60 apr, arcane element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+12 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 110 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
DazzlevortexPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +4 Changes stats: +2 Dex / +2 Mag Physical save: +12 (+4 eff.) Spell save: +18 (+6 eff.) Mental save: +8 (+3 eff.) Confusion immunity: +20% Spellpower: +8 (+2 eff.) Light radius: +3 A belt that goes around your waist. |
Thunderrazor the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 10 lightning Changes damage: +12% cold Reduces incoming crit damage: 15.00% Physical save: +9 (+3 eff.) Disarm immunity: +20% Only die when reaching: -80.00 life Maximum life: +36.00 Healing mod.: +20% A belt that goes around your waist. |
hardened leather belt 'Blazebone'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +11 Wil / +6 Cun / +6 Con Changes resistances: +6% acid Changes resistances penetration: +15% acid Damage against: +27% Summoned Reduced damage from: +33% Summoned Reduces incoming crit damage: 15.00% Light radius: +3 A belt that goes around your waist. |
hardened leather belt 'Glitterstriker'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +15 (+4 eff.) Defense: +39 (+8 eff.) Changes stats: +2 Str Changes damage: +6% light / +9% physical Stealth bonus: +8 A belt that goes around your waist. |
rough leather belt 'Olakalthorin'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+2 eff.) Damage when hit (Melee): 4 physical Changes stats: +1 Cun Changes resistances: +3% acid Stealth bonus: +6 Mental save: +12 (+4 eff.) Life regen: +2.00 Stamina each turn: +1.00 A belt that goes around your waist. |
spiritwalker's hardened leather belt of recklessness =5M=Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+2 eff.) Changes stats: +5 Mag Critical mult.: +7.00% Mana each turn: +0.10 Maximum mana: +25.00 A belt that goes around your waist. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Glyta the elven-silk cloak (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +13 Defense: +3 (+0 eff.) Damage when hit (Melee): 6 mind Changes stats: +5 Str / +5 Dex / +2 Mag / +5 Wil / +5 Con Changes resistances: +19% nature / +16% blight Talent mastery: +0.40 Technique / Combat training Critical mult.: +24.00% Reduces incoming crit damage: 10.00% Stealth bonus: +15 Spell save: +15 (+5 eff.) Life regen: +9.00 Stamina each turn: +1.30 Infravision radius: +2 Healing mod.: +17% 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 'Cyrukira' (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 (+2 eff.) Defense: +3 (+0 eff.) Fatigue: -6% Changes stats: +5 Str / +5 Con Changes resistances: +6% lightning / +28% temporal / +20% darkness Physical save: +13 (+5 eff.) Disease immunity: +20% Silence immunity: +20% Disarm immunity: +10% Life regen: +4.00 Maximum life: +112.00 Defense after a teleport: +26 Resist all after a teleport: +14% New effects duration reduction after a teleport: +27% 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 6 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Silema' (1 def, 0 armour) =4m=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 28 Changes stats: +1 Str / +2 Dex / +4 Mag / +3 Cun Changes resistances penetration: +5% blight Changes damage: +3% blight A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of the voidstalker (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Mag / +2 Wil Changes resistances: +13% darkness / +13% temporal Spell save: +5 (+2 eff.) Maximum mana: +44.00 Defense after a teleport: +18 Resist all after a teleport: +12% New effects duration reduction after a teleport: +12% 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 6 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Arygadig the Dimbane (0 def, 0 armour) =sleep=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Damage when hit (Melee): 2 cold Changes stats: +2 Mag / +2 Wil Changes resistances: +24% light / +11% darkness / +11% mind / +9% all Changes damage: +7% temporal / +16% light / +3% cold / +7% arcane / +15% darkness Physical save: +12 (+4 eff.) Spell save: +11 (+4 eff.) Mental save: +25 (+9 eff.) Maximum mana: +27.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +2% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+2 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances: +15% all Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+6 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Haledunafast the Ichormalice (5 def, 4 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +4 Defense: +5 (+1 eff.) Effects on melee hit: * 10% chance to reduce armor by 38% Changes stats: +9 Cun Changes resistances: +9% nature / +15% all Changes resistances penetration: +13% darkness / +14% physical Changes damage: +3% acid / +23% physical / +18% nature / +32% darkness Critical mult.: +18.00% Physical save: +24 (+8 eff.) Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Maximum hate: +15.00 Mindpower: +9 (+3 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Myleg (5 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +5 Defense: +5 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 38% Changes stats: +2 Cun / +7 Mag Changes resistances: +15% all Changes resistances penetration: +15% temporal / +20% darkness / +28% physical Changes damage: +23% temporal / +26% darkness / +36% physical Physical save: +22 (+8 eff.) Equilibrium when hit: +0.16 Maximum hate: +7.00 Maximum psi: +30.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Reduces paradox anomalies(equivalent to willpower): +12 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 (+4 eff.) Spell crit. chance: +8% Movement speed: +32% It can be used to activate talent Carrion Feet (costing 9 power out of 20/20) : Effective talent level: 3.0 Power cost: 9 out of 20/20. Range: 7 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 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 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. |
dreamer's cashmere robe of alchemy (0 def, 0 armour) =sleep=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +12% acid / +12% physical / +12% darkness / +13% cold / +13% fire / +16% mind / +11% all Changes damage: +8% acid / +16% physical / +10% fire / +13% cold Talent cooldown: Refit Golem (-4 turns) Physical save: +13 (+5 eff.) Spell save: +13 (+5 eff.) Mental save: +28 (+10 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Berutovor the Darkusher (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -7% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 28 Damage when hit (Melee): 4 darkness Changes stats: +5 Cun / +4 Con Changes resistances: +6% blight Changes resistances penetration: +10% darkness Changes damage: +12% darkness Physical save: +18 (+6 eff.) Mental save: +22 (+8 eff.) Stamina each turn: +2.00 Maximum life: +49.00 Maximum stamina: +39.00 Movement speed: +10% A pair of boots made of leather. |
Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+4 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+4 eff.) Mental save: +10 (+4 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 18 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Cyrugara the pair of hardened leather boots (10 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +10 (+2 eff.) Changes resistances: +6% blight Pinning immunity: +20% Stun/Freeze immunity: +20% Life regen: +4.00 Healing mod.: +20% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 17 cooldown : Effective talent level: 5.2 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 36% chance to evade melee and ranged attacks and 50 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Scorchwend the pair of drakeskin leather boots (0 def, 11 armour) =undet=Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +11 Changes stats: +3 Str / +8 Mag / +1 Cun Changes resistances penetration: +5% fire Changes damage: +7% acid / +7% blight Disease immunity: +31% Silence immunity: +26% Confusion immunity: +31% Stun/Freeze immunity: +20% Spellpower: +6 (+2 eff.) Infravision radius: +2 See invisible: +3 A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 11 power out of 20/20) : Effective talent level: 3.0 Power cost: 11 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Adyssra (0 def, 9 armour) =war=Requires: - Heavy armour training Powered by arcane forces Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +9.0% Armour: +9 Fatigue: +3% Damage (Melee): 8 blight / 11 physical Changes resistances: +7% blight / +3% fire / +3% nature Changes damage: +6% blight / +6% physical Critical mult.: +8.00% Physical save: +15 (+5 eff.) Mental save: +3 (+1 eff.) Life regen: +2.00 Spell crit. chance: +7% Mental crit. chance: +9% When used to modify unarmed attacks: Power: 130% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 83% When this weapon hits: Sand Breath (10% chance level 3). When this weapon hits: Soul Rot (20% chance level 3). When this weapon crits: Cripple (20% chance level 3). Damage (radius 1) on hit: +8 physical Damage (radius 2) on crit: +10 blight / +10 physical Metal gloves protecting the hands up to the middle of the lower arm. |
Ururezor (10 def, 3 armour)Requires: - Heavy armour training Infused by nature Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Defense: +10 (+2 eff.) Fatigue: +5% Effects on melee hit: * 17% chance to reduce all saves and defense by 30 Damage (Melee): 36 mind / 31 darkness Damage when hit (Melee): 6 physical Changes stats: +1 Str Changes resistances: +6% lightning / +9% temporal Mental save: -11 (-3 eff.) Life regen: +12.60 Stamina each turn: +2.40 Psi each turn: +0.32 Maximum stamina: +37.00 Mindpower: +8 (+2 eff.) When used to modify unarmed attacks: Power: 134% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Nightmare (10% chance level 5). When this weapon hits: Second Wind (10% chance level 1). It can be used to activate talent Ruined Earth, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Xybeth the voratun gauntlets (5 def, 23 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour penetration: +2 Armour: +23 Armour Hardiness: +12% Defense: +5 (+1 eff.) Fatigue: +5% Changes stats: +5 Str / +3 Dex / +4 Wil / +18 Con Changes resistances: +10% physical Changes resistances penetration: +10% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +50% Life regen: +5.00 Stamina each turn: +1.00 Only die when reaching: -40.00 life Maximum stamina: +20.00 When used to modify unarmed attacks: Power: 140% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Nightmare (10% chance level 5). When this weapon hits: Stone Touch (5% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
drakeskin leather gloves 'Noonfoe' (0 def, 3 armour)Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 12 cold / 14 temporal Damage (Ranged): 17 temporal Changes stats: +3 Str / +3 Dex / +4 Wil / +4 Cun Changes resistances: +10% temporal / +7% cold Changes damage: +9% temporal / +9% mind / +8% cold Talent cooldown: Double Strike (-1 turn) Physical save: +11 (+4 eff.) Mental save: +9 (+3 eff.) Equilibrium when hit: +0.08 Psi when hit: +0.08 Light radius: +1 When used to modify unarmed attacks: Power: 133% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +6 Armour Penetration: +5 Crit. chance: +13.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 5). When this weapon hits: Set Up (10% chance level 5). On weapon hit: * 11% chance to gain 10% of a turn (3/turn limit) Damage (radius 2) on crit: +13 ice Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Ce'Nulralle' (0 def, 1 armour) =3m=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +1 Changes stats: +2 Str / +3 Mag / +3 Cun Reduces incoming crit damage: 5.00% Light radius: +3 When used to modify unarmed attacks: Power: 106% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Branugovor the Unlightmire (0 def, 5 armour) =mult=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +9% darkness Changes damage: +31% arcane Critical mult.: +20.88% Physical save: +21 (+7 eff.) Spell save: +6 (+2 eff.) Maximum mana: +104.40 Spellpower: +31 (+8 eff.) Damage Shield penetration: +30% A cap made of leather. |
cashmere wizard hat 'Ce'Numina' (32 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +32 (+6 eff.) Changes resistances: +14% physical / +11% darkness / +6% nature Changes damage: +13% darkness / +10% physical Pinning immunity: +20% Only die when reaching: -80.00 life Maximum life: +40.00 Maximum hate: +11.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +3% Healing mod.: +15% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.elven-silk wizard hat 'Velulaith' (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +4 Str / +3 Mag / +8 Cun Changes resistances: +12% blight / +3% physical Mental save: +12 (+4 eff.) Poison immunity: +20% Disarm immunity: +10% Stun/Freeze immunity: +20% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.miner's drakeskin leather cap of strength (+5) (0 def, 7 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +7 Fatigue: +5% Changes stats: +5 Str Infravision radius: +2 A cap made of leather. |
rough leather cap 'Ulfudas' (0 def, 1 armour) =15oop=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex Changes damage: +6% blight Spell save: +15 (+5 eff.) Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Damage Shield penetration: +30% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Glowpall (5 def, 26 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +26 Defense: +5 (+1 eff.) Fatigue: +12% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 28 Changes resistances: +15% blight / +9% light / +6% acid Changes resistances penetration: +5% blight Changes damage: +9% acid Light radius: +3 A suit of armour made of mail. |
agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1454 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. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
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. |
Lifebinding EmeraldInfused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
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. |
2 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. |
AmekorPowered by arcane forces Infused by nature Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Mag Changes resistances: +6% blight Confusion immunity: +10% Life regen: +4.00 Only die when reaching: -40.00 life Maximum life: +45.00 Spellpower: +8 (+2 eff.) Light radius: +9 Healing mod.: +15% A normal brass lantern, enhanced by alchemy to make it brighter. |
EmelowenCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +12% nature / +15% temporal Reduces incoming crit damage: 15.00% Only die when reaching: -60.00 life Light radius: +8 Healing mod.: +5% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A normal brass lantern, enhanced by alchemy to make it brighter. |
Phoenixcrack the alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Dex / +2 Mag Changes resistances: +12% fire Changes resistances penetration: +20% fire Changes damage: +12% fire Blindness immunity: +33% Confusion immunity: +16% Light radius: +12 Infravision radius: +3 See stealth: +12 See invisible: +8 It can be used to activate talent Track, placing all other charms into a 22 cooldown : Effective talent level: 2.6 Power cost: 22 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 25 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(86 power, based on Willpower) Activation costs 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects Activation costs 22 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Yviwyn the Ashfiend =3m=Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Mag / +6 Wil Changes resistances: +6% fire Light radius: +8 Infravision radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Brightstreak' =20apr=Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +20 Changes resistances: +15% fire Changes resistances penetration: +15% fire / +18% all Changes damage: +3% acid / +6% fire Physical save: +8 (+3 eff.) Light radius: +7 Healing mod.: +16% A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Tidesorrow' =15oop=Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 22 fire Changes stats: +2 Wil Changes resistances: +15% cold / +8% fire Changes resistances penetration: +25% arcane Mana each turn: +0.20 Spellpower: +10 (+3 eff.) Light radius: +4 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A normal brass lantern, enhanced by alchemy to make it brighter. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 6 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. |
9 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. |
12 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (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 111 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 789.12 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 14 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Sameran the dwarven-steel torque of clear mind [power 2] (14 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Cut immunity: +20% Disarm immunity: +10% Only die when reaching: -20.00 life Spellpower: +5 (+2 eff.) It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 14 turns. When used: * Increase all damage by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level.Islamiwyn [power 465] (14 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 8 arcane Changes resistances: +6% blight Mental save: +9 (+3 eff.) Spellpower: +25 (+7 eff.) Spell crit. chance: +8% It can be used to summon a resilient tentacle up to 5 spaces away for 8 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1062 Base Damage: 489 Armor: 32 All Resist: 29 Activation puts all charms on cooldown for 14 turns. Natural totems are made by powerful wilders to store nature power. |
Ragulathalar the ash totem of thorny skin [power 31] (11 cooldown) =phys pen=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Armour penetration: +2 Changes stats: +4 Dex Changes resistances penetration: +25% physical Physical save: +12 (+4 eff.) Stamina each turn: +3.00 It can be used to harden the skin for 7 turns increasing armour by 31 and armour hardiness by 40% Activation puts all charms on cooldown for 11 turns. When used: * Gain a 21% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Shockbreacher [power 302] (9 cooldown) =THIS=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +2 Changes resistances: +6% nature / +6% lightning Spell save: +15 (+5 eff.) Disease immunity: +20% Confusion immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to heal yourself and all friendly characters within 10 spaces for 302 Activation puts all charms on cooldown for 9 turns. When used: * Heal for 46. Natural totems are made by powerful wilders to store nature power. |
Tulothel the elm totem of healing [power 122] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +3 Cun / +1 Mag Reduces incoming crit damage: 15.00% It can be used to heal yourself and all friendly characters within 10 spaces for 122 Activation puts all charms on cooldown for 9 turns. When used: * Reduce fatigue by 21% for 2 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 17 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. |
15 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
14 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
14 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Mystic Cunning is 10/10 the Skeleton Rogue level 34
27th Regrowth 123rd year of Ascendancy at 16:43 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Mystic Cunning is 10/10 the Skeleton Rogue level 50
15th Haze 123rd year of Ascendancy at 21:09 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Mystic Cunning is 10/10 the Skeleton Rogue level 34
26th Regrowth 123rd year of Ascendancy at 00:37 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 Mystic Cunning is 10/10 the Skeleton Rogue level 41
20th Pyre 123rd year of Ascendancy at 08:56 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Mystic Cunning is 10/10 the Skeleton Rogue level 38
10th Pyre 123rd year of Ascendancy at 21:25 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Mystic Cunning is 10/10 the Skeleton Rogue level 31
18th Regrowth 123rd year of Ascendancy at 04:26 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Mystic Cunning is 10/10 the Skeleton Rogue level 10
10th Flare 122nd year of Ascendancy at 06:19 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Mystic Cunning is 10/10 the Skeleton Rogue level 37
6th Pyre 123rd year of Ascendancy at 19:37 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Mystic Cunning is 10/10 the Skeleton Rogue level 31
17th Regrowth 123rd year of Ascendancy at 14:10 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Mystic Cunning is 10/10 the Skeleton Rogue level 27
6th Decay 122nd year of Ascendancy at 05:09 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By Mystic Cunning is 10/10 the Skeleton Rogue level 50
66th Haze 123rd year of Ascendancy at 03:41 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Mystic Cunning is 10/10 the Skeleton Rogue level 21
15th Haze 122nd year of Ascendancy at 14:49 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Mystic Cunning is 10/10 the Skeleton Rogue level 26
78th Haze 122nd year of Ascendancy at 05:08 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Mystic Cunning is 10/10 the Skeleton Rogue level 39
12nd Pyre 123rd year of Ascendancy at 09:11 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Mystic Cunning is 10/10 the Skeleton Rogue level 50
64th Haze 123rd year of Ascendancy at 11:41 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 Mystic Cunning is 10/10 the Skeleton Rogue level 27
2nd Decay 122nd year of Ascendancy at 03:54 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 Mystic Cunning is 10/10 the Skeleton Rogue level 42
21st Pyre 123rd year of Ascendancy at 04:16 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Mystic Cunning is 10/10 the Skeleton Rogue level 10
2nd Flare 122nd year of Ascendancy at 12:05 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Mystic Cunning is 10/10 the Skeleton Rogue level 20
60th Dusk 122nd year of Ascendancy at 04:37 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Mystic Cunning is 10/10 the Skeleton Rogue level 30
2nd Allure 123rd year of Ascendancy at 12:19 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Mystic Cunning is 10/10 the Skeleton Rogue level 40
14th Pyre 123rd year of Ascendancy at 13:48 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Mystic Cunning is 10/10 the Skeleton Rogue level 50
67th Dusk 123rd year of Ascendancy at 08:19 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Mystic Cunning is 10/10 the Skeleton Rogue level 50
15th Haze 123rd year of Ascendancy at 20:19 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Mystic Cunning is 10/10 the Skeleton Rogue level 26
42nd Haze 122nd year of Ascendancy at 08:00 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Mystic Cunning is 10/10 the Skeleton Rogue level 50
74th Dusk 123rd year of Ascendancy at 04:29 see stats
Shasshhiy'Kaish (Insane (Roguelike) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Mystic Cunning is 10/10 the Skeleton Rogue level 36
4th Pyre 123rd year of Ascendancy at 20:32 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Mystic Cunning is 10/10 the Skeleton Rogue level 48
56th Dusk 123rd year of Ascendancy at 16:28 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Mystic Cunning is 10/10 the Skeleton Rogue level 29
2nd Wintertide 123rd year of Ascendancy at 22:05 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Mystic Cunning is 10/10 the Skeleton Rogue level 37
7th Pyre 123rd year of Ascendancy at 04:11 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Mystic Cunning is 10/10 the Skeleton Rogue level 50
66th Haze 123rd year of Ascendancy at 03:39 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Mystic Cunning is 10/10 the Skeleton Rogue level 10
3rd Flare 122nd year of Ascendancy at 15:16 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Mystic Cunning is 10/10 the Skeleton Rogue level 48
56th Dusk 123rd year of Ascendancy at 00:28 see stats
The Sun Still Shines (Insane (Roguelike) difficulty)
Aeryn survived the last battle.By Mystic Cunning is 10/10 the Skeleton Rogue level 50
66th Haze 123rd year of Ascendancy at 03:41 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Mystic Cunning is 10/10 the Skeleton Rogue level 5
5th Mirth 122nd year of Ascendancy at 21:03 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Mystic Cunning is 10/10 the Skeleton Rogue level 50
72nd Dusk 123rd year of Ascendancy at 20:10 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Mystic Cunning is 10/10 the Skeleton Rogue level 43
49th Pyre 123rd year of Ascendancy at 15:10 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Mystic Cunning is 10/10 the Skeleton Rogue level 23
22nd Haze 122nd year of Ascendancy at 00:52 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Mystic Cunning is 10/10 the Skeleton Rogue level 17
50th Dusk 122nd year of Ascendancy at 03:16 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Mystic Cunning is 10/10 the Skeleton Rogue level 50
72nd Haze 123rd year of Ascendancy at 08:36 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Mystic Cunning is 10/10 the Skeleton Rogue level 33
25th Regrowth 123rd year of Ascendancy at 19:04 see stats
Log
Atamathon the Giant Golem resists the effect 'Slow'!
Mystic Cunning is 10/10 performs a melee critical strike against Atamathon the Giant Golem!
Atamathon the Giant Golem resists the effect 'Exposed'!
Atamathon the Giant Golem is poisoned and cannot move!
Mystic Cunning is 10/10 redirects the effect 'Burning'!
Atamathon the Giant Golem resists Atamathon the Giant Golem's 'Burning'!
Aetherwalk (6 def, 0 armour) hits Atamathon the Giant Golem for 251 arcane, 251 arcane (501 total damage).
Mystic Cunning is 10/10 hits Atamathon the Giant Golem for 33 physical, 9 arcane, 28 temporal, 146 physical, 75 temporal, 16 darkness, 88 physical, 20 temporal, 104 physical, 75 temporal, 15 darkness, 81 physical, 40 nature (732 total damage).
Melee retaliation hits Mystic Cunning is 10/10 for (145 stormshielded), 0 fire, (145 stormshielded), 0 fire, (145 stormshielded), 0 fire, (145 stormshielded), 0 fire, (145 stormshielded), 0 fire (0 total damage).
Atamathon the Giant Golem's fire burn area effect hits Mystic Cunning is 10/10 for (106 stormshielded), 0 fire (0 total damage).
Mystic Cunning is 10/10's stormshield is out of charges and dissipates!.
Mystic Cunning is 10/10's storm dissipates.
Spydric Poison from Mystic Cunning is 10/10 hits Atamathon the Giant Golem for 44 nature damage.
Deadly Poison from Mystic Cunning is 10/10 hits Atamathon the Giant Golem for 39 nature damage.
Vulnerability Poison from Mystic Cunning is 10/10 hits Atamathon the Giant Golem for 24 arcane damage.
Atamathon the Giant Golem hits Mystic Cunning is 10/10 for (113 stormshielded), 0 fire, 159 light, 127 physical (286 total damage).
Mystic Cunning is 10/10 uses a grappling hook to pull himself north!
Talent Venomous Strike is ready to use.
Mystic Cunning is 10/10 is pulled in!
Spydric Poison from Mystic Cunning is 10/10 hits Atamathon the Giant Golem for 44 nature damage.
Deadly Poison from Mystic Cunning is 10/10 hits Atamathon the Giant Golem for 39 nature damage.
Vulnerability Poison from Mystic Cunning is 10/10 hits Atamathon the Giant Golem for 24 arcane damage.
Atamathon the Giant Golem hits Mystic Cunning is 10/10 for 75 fire, 133 light, 106 physical (314 total damage).
Atamathon the Giant Golem casts Eye Beam.
Mystic Cunning is 10/10 reacts to damage from Atamathon the Giant Golem, mitigating the blow!.
Atamathon the Giant Golem says: 'PLEASE STAY STEADY AS YOU ARE ERASED FROM THE WORLD!'
Atamathon the Giant Golem hits Mystic Cunning is 10/10 for (257 reacted , -5 stam), 304 fire (304 total damage).
Mystic Cunning is 10/10 the level 50 skeleton rogue was combusted to death by Atamathon the Giant Golem on level 1 of Golem Graveyard.
You end your Shadow Dance.



































































































































































