










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Faster 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. Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Cornac |
Class | Paradox Mage |
Level / Exp | 50 / 1848% |
Size | medium |
Lifes / Deaths | Killed by Insane Paradoxus's temporal clone at level 9 on the 8th Dusk 122nd year of Ascendancy at 07:30 0 / 9Killed by Insane Paradoxus at level 50 on the 74th Dusk 124th year of Ascendancy at 13:34 Killed by unknown at level 50 on the 11st Haze 124th year of Ascendancy at 05:42 Killed by Insane Paradoxus at level 50 on the 80th Haze 124th year of Ascendancy at 17:01 Killed by Shera the Crusher at level 50 on the 35th Regrowth 125th year of Ascendancy at 10:38 Killed by Insane Paradoxus at level 50 on the 39th Regrowth 125th year of Ascendancy at 13:38 Killed by Elandar at level 50 on the 42nd Regrowth 125th year of Ascendancy at 21:28 Killed by Elandar at level 50 on the 42nd Regrowth 125th year of Ascendancy at 23:39 Killed by Elandar at level 50 on the 43rd Regrowth 125th year of Ascendancy at 00:09 |
Primary Stats
Strength | 24 (base 22) |
Dexterity | 1 (base 14) |
Constitution | 9 (base 20) |
Magic | 89 (base 65) |
Willpower | 71 (base 60) |
Cunning | 63 (base 60) |
Resources
Life | -120/1038 |
Mana | 744/774 |
Paradox | 529 |
Healing Factor | 0.99162011173197 |
Regeneration | 89.573044692749 |
Speed
Mental | -4.7473136532972E-11% |
Attack | -4.7473136532972E-11% |
Movement | +3.9968028886506E-12% |
Spell | -4.7473136532972E-11% |
Global | +100% |
Vision
Sight | 10 |
Lite | 16 |
Infravision | 6 |
See Stealth | 21 |
See Invisible | 34 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 64 |
Accuracy | 17 |
Crit Chance | 20% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 55 |
Crit Chance | 35% |
Speed | 1.0000000000005 |
Offense: Mind
Mindpower | 17 |
Crit Chance | 20% |
Speed | 1.0000000000005 |
Offense: Damage Bonus
Lightning | +12% |
Light | +16% |
Temporal | +50% |
Physical | +15% |
Cold | +12% |
All | 0% |
Offense: Damage Penetration
Temporal | +30% |
Lightning | +29% |
Fire | +45% |
All | 0% |
Defense: Base
Armour (hardiness) | 170.15333707514 (100%) |
Defense | 60 |
Ranged Defense | 60 |
Fatigue | 31 |
Physical Save | 64 |
Spell Save | 65 |
Mental Save | 55 |
Defense: Resistances
Acid | + 62%( 70%) |
Blight | + 44%( 70%) |
Arcane | + 41%( 70%) |
Cold | + 64%( 70%) |
All | + 34%( 70%) |
Darkness | + 47%( 70%) |
Light | + 55%( 70%) |
Temporal | + 47%( 80%) |
Physical | + 44%( 70%) |
Fire | + 68%( 70%) |
Lightning | + 38%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Teleport Resistance | 100% |
Blind Resistance | 70% |
Silence Resistance | 75% |
Bleed Resistance | 92% |
Pinning Resistance | 0% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 450 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 14 for 11 turns. While Heroism is active, you will only die when reaching -740 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Class Talents
Chronomancy / Spellbinding | 1.30 |
| 4/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Matter | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Chronomancy / Gravity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Stasis | 1.40 |
| 1/5 |
| 3/5 |
| 5/5 |
| 4/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Chronomancy / Timeline Threading | 1.40 |
| 1/5 |
| 4/5 |
| 3/5 |
| 3/5 |
Chronomancy / Flux | 1.40 |
| 3/5 |
| 4/5 |
| 5/5 |
| 1/5 |
Chronomancy / Timetravel | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
Chronomancy / Chronomancy | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Energy | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Matter Weaving |
talent | Energy Decomposition |
talent | Reality Smearing |
detrimental effect | The target is being distracted by a hallucination, reducing all damage dealt to non-hallucinations targets by 38%. Hideous Visions |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | The target's accuracy and power have been increased by 18. 6 Fateweaver |
beneficial effect | The target's spellpower has been increased by 4. Spellsurge |
detrimental effect | Your body is cauterizing, burning for 335.48 damage each turn. Cauterize |
detrimental effect | Damage received in the past is returned as 57.62 paradox damage per turn. Reality Smearing |
beneficial effect | A flow of life spins around the target, regenerating 90.08 life per turn. Regeneration |
beneficial effect | The target ignores pain, reducing all damage taken by 24%. Pain Suppression |
beneficial effect | The time distortion has created a restoration field, healing the target for 55 each turn. Temporal Restoration Field |
detrimental effect | The target is engulfed in entropy, reducing the duration of new beneficial effects and increasing the duration of new negative effects by 47%. Nihil |
beneficial effect | This target is splitting all damage with its fugue clones. Temporal Fugue |
detrimental effect | The target is being driven mad by the void, taking 163.39 darkness damage per turn and reducing all powers by 94. Dark Whispers |
beneficial effect | The target's defense and saves have been increased by 18. 6 Spin |
detrimental effect | The target's mind and body is wasting away, reducing all stats by 24. Atrophy |
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 againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You failed to protect the injured seer from death by Insane Paradoxus. Escort: injured seer (level 4 of Old Forest) | failed |
You failed to protect the lone alchemist from death by giant red ant. Escort: lone alchemist (level 1 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You failed to protect the lost warrior from death by Insane Paradoxus. Escort: lost warrior (level 5 of Dreadfell) | failed |
You failed to protect the repented thief from death by Zubykira the ghoulking. Escort: repented thief (level 6 of Dreadfell) | failed |
You failed to protect the temporal explorer from death by Betyba the forest wight. Escort: temporal explorer (level 2 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 8 of Dreadfell. Escort: worried loremaster (level 8 of Dreadfell)As a reward you improved Magic by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | active |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * 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: 2342. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery 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. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. 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 too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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 within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+0 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Light source | ![]() Powered by arcane forces Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 12 light Changes stats: +8 Mag Changes resistances: +6% lightning Changes resistances penetration: +29% lightning Changes damage: +12% lightning Blindness immunity: +50% Confusion immunity: +22% Spellpower: +17 (+6 eff.) Light radius: +20 See stealth: +21 See invisible: +34 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 35 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +16 Fatigue: +4% Physical save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Cut immunity: +15% Silence immunity: +40% Confusion immunity: +25% Knockback immunity: +15% Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +5% arcane / +12% fire Maximum wards: +3 acid / +3 nature / +2 light Talent granted: +1 Ward Reduces incoming crit damage: 10.00% Physical save: +9 (+2 eff.) Cut immunity: +20% Silence immunity: +10% Stun/Freeze immunity: +15% Teleport immunity: +10% It can be used to harden the skin for 7 turns increasing armour by 31 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Mag / +7 Wil / +14 Cun Changes resistances penetration: +10% fire Critical mult.: +10.00% Mental save: +13 (+4 eff.) Confusion immunity: +45% Equilibrium when hit: +0.04 Maximum hate: +4.00 Maximum psi: +30.00 Spellpower: +13 (+5 eff.) Mindpower: +19 (+11 eff.) Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +12% acid / +15% fire / +32% light Changes resistances penetration: +20% fire Changes damage: +16% light Physical save: +30 (+7 eff.) Blindness immunity: +20% Silence immunity: +25% Only die when reaching: -60.00 life Rings can have magical properties. |
Around waist | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +43 Defense: +15 (+3 eff.) Damage when hit (Melee): 16 fire Changes stats: +4 Mag / +3 Wil Changes resistances penetration: +15% fire Physical save: +25 (+6 eff.) Spell save: +20 (+5 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +95.00 Maximum mana: +75.00 Maximum stamina: +65.00 Maximum hate: +19.00 Maximum psi: +40.00 Maximum vim: +35.00 Maximum pos.energy: +40.00 Maximum neg.energy: +40.00 Reduces paradox anomalies(equivalent to willpower): +18 It can be used to create a temporary shield that absorbs 1324 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
In main hand | ![]() Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 150% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Time Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+11 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
On hands | ![]() Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 4 acid / 5 lightning / 3 fire / 6 arcane / 4 cold Changes stats: +6 Wil / +7 Mag Changes resistances: +5% arcane It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+0 eff.) Armour: +35 Defense: +25 (+6 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Oppression +0.20 Corruption / Wrath +0.20 Corruption / Infernal combat Physical save: +15 (+3 eff.) Spell save: +25 (+6 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. Activating this item is instant. It can be used to activate talent Link of Pain (costing 15 power out of 15/15) : Effective talent level: 3.6 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Is: a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 73% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" |
Cloak | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Mag / +6 Wil / +10 Lck Changes resistances: +20% temporal Changes resistances cap: +10% temporal Changes damage: +10% temporal Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Spell / Divination +0.10 Chronomancy / Chronomancy Physical save: +20 (+5 eff.) Spell save: +20 (+5 eff.) Mental save: +20 (+6 eff.) Confusion immunity: +40% Spellpower: +8 (+3 eff.) It can be used to activate talent See the Threads (costing 50 power out of 50/50) : Effective talent level: 1.4 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 6 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
Around neck | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+4 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 316 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 482 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 651% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 722% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 8 turns. In this state all new negative status effects duration is reduced by 33%, your defense is increased by 33 and all your resistances by 33%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() acid wave rune of the sneak (106 acid damage; disarm 5 turns with power 53) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 105.94 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 53 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 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 545 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. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon, costing 1 power out of 1/1. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +8 Con Changes resistances: +12% temporal / +15% cold / +12% fire Changes damage: +6% fire Physical save: +8 (+2 eff.) Life regen: +0.90 Maximum life: +54.00 Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +4 Changes stats: +6 Str / +7 Dex / +5 Mag / +6 Wil Changes resistances: +5% arcane Changes resistances penetration: +20% blight Disease immunity: +20% Confusion immunity: +15% Stun/Freeze immunity: +20% Spellpower on spell critical (stacks up to 3 times): +6 Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+4 eff.) Mental save: +18 (+5 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 4.0 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 51.43 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +6 (+2 eff.) Confusion immunity: +21% Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances penetration: +20% mind Disarm immunity: +27% Pinning immunity: +28% Knockback immunity: +27% Equilibrium when hit: +0.32 Maximum life: +31.00 Maximum hate: +6.00 Maximum psi: +50.00 Rings can have magical properties. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+0 eff.) Changes stats: +5 Str / +5 Con Mental save: +5 (+1 eff.) Confusion immunity: +23% Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +14 (+0 eff.) Damage when hit (Melee): 16 temporal Changes stats: +2 Cun / +8 Con Changes resistances: +9% temporal Changes damage: +7% all Grants telepathy: Dragon Reduces incoming crit damage: 15.00% Spellpower: +11 (+4 eff.) Mindpower: +14 (+8 eff.) Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Wil / +6 Mag Silence immunity: +28% Mana each turn: +0.17 Spellpower: +8 (+3 eff.) Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +14 Changes stats: +7 Str Life regen: +1.10 Maximum life: +65.00 Healing mod.: +18% Rings can have magical properties. |
![]() Churig the Galeknight (176% power, 4 apr) Requires: - Strength 48 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 176% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 54% chance to disease Damage (Melee): +24 darkness Burst (radius 1) on hit: +24 lightning Damage against: +28% Living When wielded/worn: Damage when hit (Melee): 12 lightning Changes stats: +3 Mag Changes resistances: +9% blight Changes damage: +12% blight / +15% arcane Maximum mana: +60.00 Maximum vim: +30.00 Massive two-handed mauls. |
![]() elemental orichalcum trident (163% power, 16 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Power: 163% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances penetration: +24% acid / +20% fire / +24% cold / +23% lightning A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() gifted living mindstar (114% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 114% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Mindpower: +22 (+12 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Blindvein the voratun shield (12 def, 3 armour, 201.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Changes stats: +3 Con Changes resistances: +30% acid Talent granted: +5 Block Critical mult.: +12.00% Life regen: +0.80 Stamina each turn: +0.40 Handheld deflection devices. |
![]() Kilnmark (12 def, 19 armour, 208 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +19 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Changes resistances: +51% acid / +6% mind Changes resistances penetration: +20% mind Talent granted: +5 Block Physical save: +40 (+10 eff.) Spell save: +9 (+2 eff.) Disease immunity: +25% Handheld deflection devices. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+3 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 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 (+11 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. |
![]() elven-silk robe of Angolwen (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +6 Wil / +6 Mag Silence immunity: +43% Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +20 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+0 eff.) Changes resistances: +5% arcane Changes resistances penetration: +15% arcane Changes damage: +9% blight Spell save: +11 (+2 eff.) Vim when firing critical spell: +4.00 Spellpower: +14 (+5 eff.) Spell crit. chance: +6% Damage Shield penetration: +40% Size category: +1 A belt that goes around your waist. |
![]() Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour: +9 Changes stats: +1 Dex / +3 Mag / +5 Con Changes resistances penetration: +10% arcane Mana each turn: +0.15 Maximum life: +97.00 Maximum mana: +56.00 Maximum stamina: +39.00 Maximum hate: +14.00 Maximum psi: +25.00 Maximum vim: +20.00 Maximum pos.energy: +20.00 Maximum neg.energy: +22.00 Reduces paradox anomalies(equivalent to willpower): +12 It can be used to create a temporary shield that absorbs 224 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Mag Changes resistances: +7% blight Mana each turn: +0.18 Maximum mana: +35.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Cun / +3 Dex Changes resistances: +12% mind / +9% blight Blindness immunity: +20% Poison immunity: +15% Silence immunity: +35% Knockback immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +15 (+8 eff.) Armour: +6 Defense: +2 (+0 eff.) Fatigue: -6% Changes stats: +3 Wil Mental save: +12 (+4 eff.) Poison immunity: +10% Stun/Freeze immunity: +10% Maximum life: +73.00 Maximum stamina: +21.00 Maximum psi: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +7 (+1 eff.) Ranged Defense: +7 (+1 eff.) Fatigue: +3% Changes resistances penetration: +25% mind / +25% temporal Changes damage: +24% temporal Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pair of boots made of leather. |
![]() 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: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+2 eff.) It can be used to phase door up to range 6, within radius 2 of the target location, costing 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
![]() Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +18 Defense: +3 (+0 eff.) Ranged Defense: +3 (+0 eff.) Fatigue: +3% Changes stats: +2 Dex Changes resistances: +7% lightning / +10% temporal Physical save: +12 (+3 eff.) Only die when reaching: -40.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +2 (+2 eff.) Physical crit. chance: +2.0% Armour: +9 Fatigue: +4% Changes stats: +1 Dex Changes resistances: +15% lightning / +12% temporal Critical mult.: +9.00% Silence immunity: +50% Confusion immunity: +50% Stun/Freeze immunity: +44% Only die when reaching: -60.00 life Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Armour: +9 Damage (Melee): 14 nature Changes stats: +6 Con Changes resistances: +10% nature Changes resistances penetration: +10% temporal Changes damage: +12% acid / +15% temporal / +10% nature Critical mult.: +14.00% Mental save: +12 (+4 eff.) Life regen: +4.00 Stamina each turn: +2.00 Maximum life: +80.00 Maximum stamina: +50.00 Spell crit. chance: +20% Mental crit. chance: +20% Healing mod.: +10% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+1 eff.) Spell save: +15 (+3 eff.) Mindpower: +12 (+7 eff.) Mental crit. chance: +5% Light radius: +1 It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 39.78 arcane damage and stunned), costing 100 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. You need to find something to bind its powers. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() Infused 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. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Ranged Defense: +3 (+0 eff.) Effects on melee hit: * 15% chance to daze at end of turn Changes resistances: +6% acid / +3% cold Mental save: +6 (+2 eff.) Pinning immunity: +10% Stun/Freeze immunity: +15% Light radius: +2 See stealth: +6 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +10 Defense: +20 (+5 eff.) Ranged Defense: +9 (+2 eff.) Changes resistances: +6% lightning / +9% fire / +9% mind Physical save: +15 (+3 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+5 eff.) Cut immunity: +20% Disarm immunity: +10% Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Powered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +4 Damage when hit (Melee): 12 fire Changes stats: +6 Mag Changes resistances: +3% cold / +6% darkness / +12% temporal Grants telepathy: Dragon Critical mult.: +15.00% Pinning immunity: +5% Spellpower: +13 (+5 eff.) Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Mental save: +6 (+2 eff.) Blindness immunity: +30% Confusion immunity: +13% Light radius: +7 See stealth: +18 See invisible: +27 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 30 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+0 eff.) Damage when hit (Melee): 4 lightning Changes stats: +7 Wil Changes resistances: +9% darkness Changes resistances penetration: +29% darkness Changes damage: +9% lightning Critical mult.: +20.00% Mental save: +12 (+4 eff.) Maximum life: +80.00 Mindpower: +10 (+6 eff.) Mental crit. chance: +12% Light radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+0 eff.) Damage when hit (Melee): 4 arcane / 8 fire Changes stats: +11 Cun / +7 Wil Changes resistances: +3% darkness / +12% fire Changes resistances penetration: +29% arcane / +20% fire Changes damage: +3% arcane Critical mult.: +20.00% Mental save: +28 (+8 eff.) Light radius: -6 Infravision radius: +9 See stealth: +36 See invisible: +50 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (127 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 24/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 162.52 fire damage (based on Magic), costing 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 189.04 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +6% blight Poison immunity: +20% Cut immunity: +5% Knockback immunity: +35% Teleport immunity: +5% See invisible: +6 It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 20 arcane / 12 temporal Changes resistances: +5% arcane / +6% temporal Changes resistances penetration: +25% temporal Changes damage: +15% arcane Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to harden the skin for 7 turns increasing armour by 31 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Armour: +10 Changes stats: +2 Str / +2 Dex / +3 Con Changes resistances: +2% physical Maximum wards: +3 acid / +3 nature / +3 light Changes damage: +18% physical Talent granted: +1 Ward Life regen: +0.40 Maximum stamina: +15.00 It can be used to harden the skin for 7 turns increasing armour by 48 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +6 Con / +7 Wil Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+5 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 3 It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
By Insane Paradoxus the Cornac Paradox Mage level 41
58th Haze 123rd year of Ascendancy at 22:02 see stats
By Insane Paradoxus the Cornac Paradox Mage level 50
14th Haze 124th year of Ascendancy at 10:48 see stats
By Insane Paradoxus the Cornac Paradox Mage level 41
55th Haze 123rd year of Ascendancy at 07:46 see stats
By Insane Paradoxus the Cornac Paradox Mage level 46
10th Regrowth 124th year of Ascendancy at 02:20 see stats
By Insane Paradoxus the Cornac Paradox Mage level 50
61st Dusk 124th year of Ascendancy at 00:06 see stats
By Insane Paradoxus the Cornac Paradox Mage level 29
22nd Pyre 123rd year of Ascendancy at 17:33 see stats
By Insane Paradoxus the Cornac Paradox Mage level 44
2nd Regrowth 124th year of Ascendancy at 23:30 see stats
By Insane Paradoxus the Cornac Paradox Mage level 29
22nd Pyre 123rd year of Ascendancy at 03:13 see stats
By Insane Paradoxus the Cornac Paradox Mage level 15
8th Haze 122nd year of Ascendancy at 18:50 see stats
By Insane Paradoxus the Cornac Paradox Mage level 43
7th Allure 124th year of Ascendancy at 17:23 see stats
By Insane Paradoxus the Cornac Paradox Mage level 36
40th Haze 123rd year of Ascendancy at 06:08 see stats
By Insane Paradoxus the Cornac Paradox Mage level 22
38th Regrowth 123rd year of Ascendancy at 17:07 see stats
By Insane Paradoxus the Cornac Paradox Mage level 31
57th Pyre 123rd year of Ascendancy at 15:31 see stats
By Insane Paradoxus the Cornac Paradox Mage level 50
35th Regrowth 125th year of Ascendancy at 14:16 see stats
By Insane Paradoxus the Cornac Paradox Mage level 35
64th Dusk 123rd year of Ascendancy at 11:40 see stats
By Insane Paradoxus the Cornac Paradox Mage level 10
8th Dusk 122nd year of Ascendancy at 08:37 see stats
By Insane Paradoxus the Cornac Paradox Mage level 20
11st Regrowth 123rd year of Ascendancy at 06:56 see stats
By Insane Paradoxus the Cornac Paradox Mage level 30
24th Pyre 123rd year of Ascendancy at 02:29 see stats
By Insane Paradoxus the Cornac Paradox Mage level 40
52nd Haze 123rd year of Ascendancy at 01:52 see stats
By Insane Paradoxus the Cornac Paradox Mage level 50
2nd Dusk 124th year of Ascendancy at 20:36 see stats
By Insane Paradoxus the Cornac Paradox Mage level 50
80th Haze 124th year of Ascendancy at 15:43 see stats
By Insane Paradoxus the Cornac Paradox Mage level 50
9th Allure 125th year of Ascendancy at 05:48 see stats
By Insane Paradoxus the Cornac Paradox Mage level 14
1st Haze 122nd year of Ascendancy at 03:30 see stats
By Insane Paradoxus the Cornac Paradox Mage level 50
77th Haze 124th year of Ascendancy at 03:13 see stats
By Insane Paradoxus the Cornac Paradox Mage level 31
5th Flare 123rd year of Ascendancy at 15:03 see stats
By Insane Paradoxus the Cornac Paradox Mage level 43
8th Allure 124th year of Ascendancy at 06:30 see stats
By Insane Paradoxus the Cornac Paradox Mage level 30
24th Pyre 123rd year of Ascendancy at 12:06 see stats
By Insane Paradoxus the Cornac Paradox Mage level 12
36th Dusk 122nd year of Ascendancy at 10:51 see stats
By Insane Paradoxus the Cornac Paradox Mage level 50
77th Dusk 124th year of Ascendancy at 08:50 see stats
By Insane Paradoxus the Cornac Paradox Mage level 31
7th Mirth 123rd year of Ascendancy at 02:54 see stats
By Insane Paradoxus the Cornac Paradox Mage level 50
9th Allure 125th year of Ascendancy at 03:54 see stats
By Insane Paradoxus the Cornac Paradox Mage level 15
18th Haze 122nd year of Ascendancy at 06:14 see stats
By Insane Paradoxus the Cornac Paradox Mage level 48
8th Mirth 124th year of Ascendancy at 01:08 see stats
By Insane Paradoxus the Cornac Paradox Mage level 26
1st Time of Balance 123rd year of Ascendancy at 20:35 see stats
By Insane Paradoxus the Cornac Paradox Mage level 20
12nd Regrowth 123rd year of Ascendancy at 10:59 see stats
By Insane Paradoxus the Cornac Paradox Mage level 50
42nd Regrowth 125th year of Ascendancy at 23:39 see stats
By Insane Paradoxus the Cornac Paradox Mage level 40
54th Haze 123rd year of Ascendancy at 07:35 see stats
By Insane Paradoxus the Cornac Paradox Mage level 6
78th Pyre 122nd year of Ascendancy at 08:48 see stats
Log
Something misses Weaver matriarch.
Attenuate from Insane Paradoxus hits Xorn for 55 temporal damage.
Weaver matriarch looks a little pale around the edges.
Weaver matriarch is swallowed by a portal!
Insane Paradoxus looks a little pale around the edges.
Insane Paradoxus is swallowed by a portal!
Weaver matriarch is swallowed by a portal!
Weaver matriarch is wreathed in entropy.
You are no longer encumbered.
Weaver matriarch is wasting away.
You feel the edges of spacetime begin to ripple and bend!
The fabric of time around Insane Paradoxus returns to normal.
Insane Paradoxus converts damage to paradox!
Insane Paradoxus shares damage with his fugue clones!
Dark Whispers from Elandar hits Insane Paradoxus for (45 dissipated), (36 converted), 85 darkness (85 total damage).
Something hits Weaver matriarch for 218 temporal, 219 darkness (438 total damage).
Reality Smearing hits Insane Paradoxus for (101 converted) damage.
Cauterize hits Insane Paradoxus for 235 fire damage.
Dark Whispers from Elandar hits Weaver matriarch for 187 darkness damage.
Elandar casts Strike.
Elandar casts Dark Whispers.
Elandar loses 44 health to the entropy.
Elandar feels pain again.
Elandar is moving less freely.
Elandar casts Starfall.
Banshee resists the darkness!
Entropic maw is stunned!
Weaver matriarch resists the darkness!
Character control switched to Insane Paradoxus.
Saving game...