











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | 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 Roguelike |
Sex | Female |
Race | Halfling |
Class | Skirmisher |
Level / Exp | 50 / 4653% |
Size | small |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 85 (base 60) |
Dexterity | 118 (base 63) |
Constitution | 36 (base 14) |
Magic | 24 (base 13) |
Willpower | 51 (base 28) |
Cunning | 141 (base 60) |
Resources
Life | 1981/1981 |
Stamina | 344/344 |
Equilibrium | 30 |
Healing Factor | 1.5293203883495 |
Regeneration | 26.527824619531 |
Speed
Mental | +15% |
Attack | +15% |
Movement | +10% |
Spell | +15% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 74.479418707669 |
See Invisible | 74.479418707669 |
Offense: Mainhand
Damage | 219 |
Accuracy | 86 |
Crit Chance | 82% |
APR | 56 |
Speed | 0.61 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 7.3333333333333 |
Crit Chance | 51% |
Speed | 0.8695652173913 |
Offense: Mind
Mindpower | 50 |
Crit Chance | 62% |
Speed | 0.8695652173913 |
Offense: Damage Bonus
Acid | +16% |
Nature | +27% |
Blight | +16% |
Physical | +78% |
Fire | +16% |
All | +7% |
Offense: Damage Penetration
Nature | +38% |
Lightning | +16% |
Physical | +36% |
All | +11% |
Defense: Base
Armour (hardiness) | 57 (80.376569037657%) |
Defense | 68 |
Ranged Defense | 71 |
Fatigue | 0 |
Physical Save | 47 |
Spell Save | 42 |
Mental Save | 73 |
Defense: Resistances
Acid | + 40%( 70%) |
Blight | + 46%( 70%) |
Physical | + 49%( 70%) |
Cold | + 35%( 70%) |
All | + 17%( 70%) |
Lightning | + 59%( 70%) |
Light | + 24%( 70%) |
Mind | + 24%( 70%) |
Darkness | + 19%( 70%) |
Fire | + 28%( 70%) |
Nature | + 61%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Silence Resistance | 15% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 17% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 915% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 391 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1032% 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 Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 27 for 11 turns. While Heroism is active, you will only die when reaching -1053 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Class Talents
Technique / Tireless Combatant | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Buckler Training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cunning / Poisons | 1.20 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cunning / Trapping | 1.10 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Cunning / Called Shots | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.50 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Apply Poison |
talent | Trained Reactions |
talent | Crippling Poison |
talent | Numbing Poison |
talent | Antimagic Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers but not in time to save any of the captive Krogs. | failed |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You failed to protect the injured seer from death by skeleton magus. Escort: injured seer (level 4 of Dreadfell) | failed |
You abandoned lone alchemist to death. Escort: lone alchemist (level 5 of Dreadfell) | failed |
You failed to protect the lost anorithil from death by fire drake hatchling. Escort: lost anorithil (level 2 of Daikara) | failed |
You abandoned lost sun paladin to death. Escort: lost sun paladin (level 2 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by large brown snake. Escort: lost warrior (level 2 of Old Forest) | failed |
You failed to protect the repented thief from death by A T A . Escort: repented thief (level 1 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the repented thief from death by orc soldier. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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: 4632. | 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. You have been shown a secret entrance to his stronghold. | 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. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mastery 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. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to 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 to join the slavers and take part in their game. You won the ring of blood! You 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 | ![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning), costing 25 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Quiver | ![]() Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 54.0 - 64.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 44 On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) * disrupts spell-casting Damage (Ranged): +26 darkness / +20 temporal / +16 mind Burst (radius 2) on crit: +8 temporal Damage against: +20% Living / +27% Unnatural When wielded/worn: Ammo reloads per turn: +2 Shots are used with slings to pummel your foes to death. |
Light source | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +6.0% Physical power: +10 (+3 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 16 acid Changes stats: +7 Wil Changes resistances: +18% nature / +9% mind Changes resistances penetration: +11% all Critical mult.: +19.00% Maximum life: +80.00 Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+3 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
On hands | ![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +22 Damage (Melee): 13 physical Changes stats: +1 Str / +3 Dex Changes damage: +9% physical Mental save: +28 (+7 eff.) Stamina each turn: +0.20 Maximum life: +200.00 Maximum stamina: +15.00 Healing mod.: +5% Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +2 Armour: +10 Fatigue: -10% Changes stats: +11 Str Changes damage: +9% fire Critical mult.: +21.00% Stamina each turn: +0.40 Only die when reaching: -80.00 life Maximum life: +40.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Effects on melee hit: * Slows global speed by 15% * 20% chance to cause random gloom Damage (Melee): 22 bleed Effects on ranged hit: * 15% chance to cause random gloom Damage (Ranged): 16 bleed Changes stats: +20 Cun / +10 Dex Changes resistances: +9% blight / +18% physical / +9% lightning / +15% acid Changes damage: +18% physical Spell save: +30 (+10 eff.) Hate when firing a critical mind attack: +3.00 Maximum hate: +14.00 Infravision radius: +1 It can be used to activate talent Bleeding Edge, placing all other charms into a 10 cooldown : Effective talent level: 4.0 Power cost: 10 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +18 (+5 eff.) Changes stats: +19 Cun / +10 Dex Changes resistances: +3% darkness Physical save: +22 (+7 eff.) Disease immunity: +15% Silence immunity: +15% Stun/Freeze immunity: +50% Life regen: +4.80 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +21 Physical power: +10 (+3 eff.) Fatigue: -10% Changes stats: +9 Dex / +3 Wil / +10 Cun / +10 Con Changes resistances: +25% lightning Changes damage: +9% blight Critical mult.: +18.00% Mental save: +37 (+8 eff.) Stun/Freeze immunity: +48% Life regen: +1.50 Stamina each turn: +1.30 Movement speed: +10% Amulets can have magical properties. |
In main hand | ![]() Requires: - Dexterity 48 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 On weapon hit: * 40% chance to cause random gloom On weapon crit: * silences the target Travel speed: +200% Damage (Ranged): +22 nature Burst (radius 1) on hit: +6 physical When wielded/worn: Fatigue: -4% Changes resistances: +3% light / +3% physical Changes resistances penetration: +12% nature / +16% physical Changes damage: +22% physical Healing mod.: +5% Slings are used to hurl stones or metal shots at your foes. |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Effects on melee hit: * 25 arcane resource burn * 30% chance to corrode armour by 30% Changes stats: +6 Cun / +6 Dex Changes resistances: +6% blight / +3% lightning Changes resistances penetration: +5% lightning / +9% physical Changes damage: +9% acid / +22% physical Spell save: +9 (+3 eff.) Maximum life: +67.00 Mental crit. chance: +15% A belt that goes around your waist. |
In off hand | ![]() Requires: - Cunning 48 - Talent Buckler Expertise (level 1) Infused by nature 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 68.0 - 81.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +195 On weapon hit: * deal bonus physical damage equal to your armor Damage (Melee): +20 nature When wielded/worn: Armour: +17 Armour Hardiness: +10% Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage when hit (Melee): 17 nature Changes resistances: +13% acid / +18% physical / +13% lightning / +20% blight / +13% fire / +26% nature / +13% cold Talent granted: +5 Block Critical mult.: +10.00% Vim when firing critical spell: +4.00 Maximum life: +110.00 Maximum mana: +40.00 Maximum vim: +40.00 Spell crit. chance: +3% Damage Shield penetration: +20% Handheld deflection devices. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +15 Defense: +3 (+1 eff.) Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes stats: +5 Str / +6 Con Changes resistances: +9% cold / +9% nature / +6% light Critical mult.: +33.00% Stealth bonus: +15 Physical save: +15 (+5 eff.) Mental save: +26 (+6 eff.) Maximum life: +163.00 Mental crit. chance: +2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +6.0% Physical power: +8 (+2 eff.) Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Effects on melee hit: * 37% chance to inflict 15% damage reduction Damage when hit (Melee): 12 arcane / 16 darkness Critical mult.: +17.00% Life regen: +3.40 Mana each turn: +0.04 Vim when firing critical spell: +2.00 Maximum life: +88.00 Spell crit. chance: +3% Combat speed: +15% Casting speed: +15% Mental speed: +15% Healing mod.: +24% A suit of armour made of leather. |
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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. 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 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 371 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 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: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 283 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 23 for 11 turns. While Heroism is active, you will only die when reaching -874 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 Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 11 for 8 turns. While Heroism is active, you will only die when reaching -433 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. 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 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 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 13 for 8 turns. While Heroism is active, you will only die when reaching -742 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. 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 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 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 25 for 9 turns. While Heroism is active, you will only die when reaching -692 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 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 26 for 11 turns. While Heroism is active, you will only die when reaching -1009 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 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 20 for 12 turns. While Heroism is active, you will only die when reaching -1034 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 Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 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 10 for 13 turns. While Heroism is active, you will only die when reaching -778 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 902% 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 Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 927% 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 Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 681% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1084% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand 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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 880% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 916% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 816% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 629 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 986 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 12% for 5 turns. Also removes cross-tier effects of the affected types for free. 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 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 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 28% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 27% for 5 turns. Also removes cross-tier effects of the affected types for free. 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. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Inflicts 378.78 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 574 damage for 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 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. |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() Powered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Wil / +5 Mag Changes resistances: +36% fire / +3% nature / +36% cold Mental save: +53 (+12 eff.) Disease immunity: +10% Confusion immunity: +18% Teleport immunity: +5% Mana each turn: +0.36 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +59.00 Mindpower: +13 (+5 eff.) 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 (+6 eff.) Mental save: +18 (+4 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 5 power out of 48/48) : Effective talent level: 4.0 Power cost: 5 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 400.00 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. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes stats: +3 Wil Changes resistances: +3% cold / +13% light / +22% darkness Talent masteries: +0.34 Technique / Buckler Training +0.34 Cunning / Called Shots Mental save: +10 (+2 eff.) Blindness immunity: +44% Confusion immunity: +19% Pinning immunity: +10% Stun/Freeze immunity: +15% Knockback immunity: +15% Mindpower: +13 (+5 eff.) Amulets can have magical properties. |
![]() Infused by nature Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to blind Changes stats: +3 Con Changes resistances: +11% blight / +10% nature / +9% light Changes resistances penetration: +5% fire Changes damage: +3% fire Physical save: +11 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Poison immunity: +20% Disease immunity: +23% Amulets can have magical properties. |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +4 (+1 eff.) Changes stats: +3 Str / +2 Wil Changes resistances: +8% physical Changes damage: +15% lightning Mental save: +6 (+1 eff.) Confusion immunity: +12% Stamina each turn: +0.40 Mindpower: +5 (+2 eff.) Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Con Changes resistances: +6% nature / +15% temporal Changes damage: +6% nature / +6% temporal Physical save: +9 (+3 eff.) Life regen: +1.20 Maximum life: +45.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets can have magical properties. |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Wil / +4 Con Changes resistances: +21% light / +15% darkness Changes damage: +6% lightning / +9% temporal Physical save: +10 (+3 eff.) Mental save: +8 (+2 eff.) Blindness immunity: +38% Confusion immunity: +13% Life regen: +1.20 Maximum life: +43.00 Mindpower: +8 (+3 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Cut immunity: +50% Healing mod.: +15% It can be used to activate talent Heal, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 274 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% lightning Stun/Freeze immunity: +20% Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +16% lightning Stun/Freeze immunity: +35% Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +7 Damage when hit (Melee): 12 darkness Changes stats: +13 Str / +17 Dex / +10 Wil Changes damage: +15% darkness Amulets can have magical properties. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 5 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. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Effects on melee hit: * Slows global speed by 30% * 20 arcane resource burn Changes stats: +3 Str Changes resistances: +3% blight Rings can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +2 Cun / +1 Con Changes resistances: +3% lightning Grants telepathy: Humanoid/Orc Disarm immunity: +21% Pinning immunity: +22% Knockback immunity: +24% Maximum life: +22.00 Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +15 Defense: +9 (+2 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +3 Con Changes resistances: +3% light / +3% blight Changes resistances penetration: +10% light Changes damage: +12% light Spell save: +14 (+5 eff.) Disarm immunity: +28% Pinning immunity: +36% Knockback immunity: +28% Maximum life: +32.00 Maximum stamina: +17.00 It can be used to activate talent Disengage, placing all other charms into a 5 cooldown : Effective talent level: 2.6 Power cost: 5 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 can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +3 Damage when hit (Melee): 20 physical Changes stats: +3 Str Changes damage: +9% temporal Blindness immunity: +38% Only die when reaching: -80.00 life Infravision radius: +4 See stealth: +8 See invisible: +11 Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +3 Wil Grants telepathy: Dragon Maximum encumbrance: +24 Psi when hit: +0.20 Hate when firing a critical mind attack: +4.00 Maximum hate: +4.00 Mental crit. chance: +2% Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+3 eff.) Changes stats: +9 Str / +9 Con Changes resistances: +12% nature Reduces incoming crit damage: 10.00% Physical save: +10 (+3 eff.) Mental save: +9 (+2 eff.) Disarm immunity: +10% Stun/Freeze immunity: +10% Knockback immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 20 acid Changes resistances: +12% light Changes resistances penetration: +25% acid Changes damage: +27% acid / +6% light Life regen: +1.40 Maximum life: +76.00 Light radius: +3 Healing mod.: +22% Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 37% chance to daze at end of turn Changes stats: +2 Wil Changes resistances: +6% lightning Changes damage: +6% mind Grants telepathy: All Stun/Freeze immunity: +50% Life regen: +4.40 Hate when firing a critical mind attack: +2.00 Mindpower: +4 (+2 eff.) Rings can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+5 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+4 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 15 power out of 30/30) : Effective talent level: 2.0 Power cost: 15 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+3 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 20 power out of 50/50) : Effective talent level: 2.0 Power cost: 20 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 31 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 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. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes resistances: +22% acid Changes resistances penetration: +15% nature Changes damage: +11% acid / +18% lightning Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +6 Changes resistances: +15% acid Mental save: +30 (+7 eff.) Disease immunity: +30% Confusion immunity: +15% Stun/Freeze immunity: +44% Life regen: +2.70 Only die when reaching: -40.00 life Rings can have magical properties. |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Physical save: -30 (-12 eff.) Spell save: -30 (-14 eff.) Mental save: -30 (-8 eff.) When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% acid Changes damage: +10% acid Rings can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +4 Str / +4 Dex / +9 Cun Changes resistances: +9% mind Mental save: +8 (+2 eff.) Confusion immunity: +31% See invisible: +6 Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Blindness immunity: +28% Infravision radius: +3 See stealth: +9 See invisible: +9 Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +24% nature Changes damage: +12% nature Physical save: +8 (+2 eff.) Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +28 (+7 eff.) Changes stats: +19 Str / +27 Con Changes resistances penetration: +15% arcane / +25% temporal Changes damage: +3% acid / +12% temporal Physical save: +20 (+6 eff.) Rings can have magical properties. |
![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 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% Burst (radius 1) on hit: +28 nature Burst (radius 2) on crit: +12 nature When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Wil / +10 Cun / +3 Con Grants telepathy: Dragon Critical mult.: +25.00% Mindpower: +10 (+4 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. |
![]() Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc 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 (+7 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, costing 100 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." |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Mindpower: +6 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 5 power out of 25/25) : Effective talent level: 3.0 Power cost: 5 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 51 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
![]() 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 10 power out of 20/20) : Effective talent level: 3.0 Power cost: 10 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() 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 (+2 eff.) Spell save: +15 (+5 eff.) Mindpower: +12 (+4 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 160.50 arcane damage and stunned), costing 50 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. |
![]() Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+6 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+7 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20), costing 15 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
![]() Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+3 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 12 lightning Changes stats: +12 Str / +22 Con Changes resistances: +3% acid / +6% arcane / +21% lightning Changes resistances penetration: +10% lightning / +10% acid Changes damage: +6% acid Physical save: +30 (+10 eff.) Mental save: +30 (+7 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.00 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. |
![]() Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +8 Physical crit. chance: +15.0% Physical power: +10 (+3 eff.) Changes stats: +12 Str / +7 Wil Changes resistances: +18% darkness / +6% light / +5% arcane Changes resistances penetration: +24% physical Critical mult.: +20.00% Mental crit. chance: +12% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +7 Changes stats: +3 Str Changes damage: +15% mind / +10% fire Critical mult.: +12.00% Mental save: +52 (+11 eff.) Maximum hate: +6.00 Heals friendly targets nearby when you use a nature summon: +30 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 40 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 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 nature Infused by arcane disrupting forces 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 (+3 eff.) Defense: +12 (+3 eff.) Changes stats: +7 Wil Changes resistances: +3% fire / +15% light / +3% all Changes resistances penetration: +10% light Changes damage: +3% fire / +12% light / +9% darkness Critical mult.: +20.00% Physical save: +20 (+6 eff.) Spell save: +33 (+11 eff.) Mental save: +16 (+4 eff.) Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +6 Changes stats: +5 Dex / +7 Con Changes damage: +24% physical Hate when firing a critical mind attack: +5.00 Maximum life: +57.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Maximum life: +56.00 Light radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 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 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. |
![]() 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. |
![]() 0.00 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. |
![]() 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 101 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 375.92 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 13 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
![]() 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. |
![]() Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 61.5 - 73.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +16.0% Capacity: 20 On weapon hit: * 40% chance to inflict 15% damage reduction * 25% chance to put talents on cooldown Travel speed: +200% Damage (Ranged): +24 fire / +26 cold Burst (radius 1) on hit: +12 fire Burst (radius 2) on crit: +14 cold Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 52.5 - 63.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 21 Damage (Ranged): +33 lightning / +16 acid / +42 light / +8 blight Burst (radius 1) on hit: +12 light / +8 acid Burst (radius 2) on crit: +12 lightning / +12 light / +12 acid Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 59.5 - 71.4 Uses stats: 70% Dex, 50% Cun Damage type: Light Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Crit. chance: +24.0% Capacity: 24 On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) * 10% chance to create an air burst On weapon crit: * cripple the target Travel speed: +400% Burst (radius 1) on hit: +8 temporal Burst (radius 2) on crit: +4 light Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 52.0 - 62.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 22 On weapon hit: * 40% chance to disease * 49% chance to cause random gloom * 49% chance to corrode armour by 30% Damage (Ranged): +33 lightning / +8 fire / +36 blight / +12 acid Burst (radius 2) on crit: +15 lightning / +24 fire Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 52.0 - 62.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +11 Crit. chance: +7.0% Capacity: 21 On weapon hit: * 49% chance to corrode armour by 30% * 10% chance to create an air burst Travel speed: +400% Damage (Ranged): +16 physical Burst (radius 2) on crit: +16 physical When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 59.5 - 71.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +17 Crit. chance: +14.0% Capacity: 20 Travel speed: +200% Shots are used with slings to pummel your foes to death. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Fatigue: -8% Changes stats: +8 Str / +4 Wil / +5 Cun / +2 Con Changes resistances penetration: +25% mind Critical mult.: +15.00% Psi when hit: +0.24 It can be used to teleport randomly (rad 51), putting all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +10 Defense: +11 (+3 eff.) Ranged Defense: +11 (+3 eff.) Damage when hit (Melee): 20 arcane / 16 mind Changes stats: +4 Dex Changes resistances penetration: +15% physical Maximum life: +30.00 Maximum stamina: +30.00 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 173 for 7 turns, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 12 psi. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +3 Con / +1 Mag Changes resistances: +9% light Changes damage: +3% light Talent granted: +3 Telekinetic Blast See invisible: +3 It can be used to teleport randomly (rad 90), putting all charms on cooldown for 23 turns. When used: 100% chance to regenerate 18 psi. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 20 fire Changes resistances: +30% fire Maximum wards: +2 physical / +3 mind / +3 darkness Changes resistances penetration: +15% mind Changes damage: +9% mind / +9% fire Talent granted: +1 Ward It can be used to teleport randomly (rad 39), putting all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Mag Talent cooldown: Lay Web (-1 turn) Talent granted: +4 Lay Web Critical mult.: +25.00% Spell save: +18 (+6 eff.) Mana when firing critical spell: +3.00 It can be used to harden the skin for 7 turns increasing armour by 50 and armour hardiness by 50%, putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+7 eff.) Mindpower: +8 (+3 eff.) It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 18 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con 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 (+3 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 5 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +3 Mag Changes resistances: +6% blight / +9% darkness Maximum wards: +4 acid / +2 nature / +3 light Talent cooldown: Invoke Tentacle (+5 turn) Talents granted: +1 Invoke Tentacle +1 Ward Knockback immunity: +5% Light radius: +3 It can be used to heal a target within range 8 (based on Willpower) for 212, putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
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
By A T A the Halfling Skirmisher level 34
75th Dusk 123rd year of Ascendancy at 19:29 see stats
By A T A the Halfling Skirmisher level 47
35th Pyre 124th year of Ascendancy at 03:29 see stats
By A T A the Halfling Skirmisher level 34
53rd Dusk 123rd year of Ascendancy at 15:37 see stats
By A T A the Halfling Skirmisher level 37
17th Haze 123rd year of Ascendancy at 21:22 see stats
By A T A the Halfling Skirmisher level 50
22nd Haze 124th year of Ascendancy at 10:49 see stats
By A T A the Halfling Skirmisher level 50
77th Haze 124th year of Ascendancy at 08:33 see stats
By A T A the Halfling Skirmisher level 38
46th Haze 123rd year of Ascendancy at 12:40 see stats
By A T A the Halfling Skirmisher level 8
11st Dusk 122nd year of Ascendancy at 12:03 see stats
By A T A the Halfling Skirmisher level 48
58th Pyre 124th year of Ascendancy at 04:13 see stats
By A T A the Halfling Skirmisher level 36
12nd Haze 123rd year of Ascendancy at 19:35 see stats
By A T A the Halfling Skirmisher level 32
45th Dusk 123rd year of Ascendancy at 01:40 see stats
By A T A the Halfling Skirmisher level 25
46th Regrowth 123rd year of Ascendancy at 01:06 see stats
By A T A the Halfling Skirmisher level 50
67th Regrowth 125th year of Ascendancy at 14:55 see stats
By A T A the Halfling Skirmisher level 23
32nd Regrowth 123rd year of Ascendancy at 03:08 see stats
By A T A the Halfling Skirmisher level 37
24th Haze 123rd year of Ascendancy at 03:11 see stats
By A T A the Halfling Skirmisher level 44
60th Regrowth 124th year of Ascendancy at 07:42 see stats
By A T A the Halfling Skirmisher level 50
7th Allure 125th year of Ascendancy at 16:39 see stats
By A T A the Halfling Skirmisher level 48
58th Pyre 124th year of Ascendancy at 10:34 see stats
By A T A the Halfling Skirmisher level 29
10th Mirth 123rd year of Ascendancy at 16:57 see stats
By A T A the Halfling Skirmisher level 50
22nd Haze 124th year of Ascendancy at 20:28 see stats
By A T A the Halfling Skirmisher level 50
2nd Allure 125th year of Ascendancy at 02:29 see stats
By A T A the Halfling Skirmisher level 10
20th Dusk 122nd year of Ascendancy at 14:31 see stats
By A T A the Halfling Skirmisher level 20
6th Regrowth 123rd year of Ascendancy at 20:21 see stats
By A T A the Halfling Skirmisher level 30
29th Dusk 123rd year of Ascendancy at 21:19 see stats
By A T A the Halfling Skirmisher level 40
6th Decay 123rd year of Ascendancy at 13:14 see stats
By A T A the Halfling Skirmisher level 50
9th Mirth 124th year of Ascendancy at 06:10 see stats
By A T A the Halfling Skirmisher level 50
6th Allure 125th year of Ascendancy at 02:23 see stats
By A T A the Halfling Skirmisher level 50
61st Regrowth 125th year of Ascendancy at 12:29 see stats
By A T A the Halfling Skirmisher level 17
79th Dusk 122nd year of Ascendancy at 15:52 see stats
By A T A the Halfling Skirmisher level 50
67th Regrowth 125th year of Ascendancy at 14:54 see stats
By A T A the Halfling Skirmisher level 50
9th Mirth 124th year of Ascendancy at 11:47 see stats
By A T A the Halfling Skirmisher level 50
76th Dusk 124th year of Ascendancy at 04:56 see stats
By A T A the Halfling Skirmisher level 45
16th Pyre 124th year of Ascendancy at 04:06 see stats
By A T A the Halfling Skirmisher level 17
72nd Dusk 122nd year of Ascendancy at 19:44 see stats
By A T A the Halfling Skirmisher level 37
42nd Haze 123rd year of Ascendancy at 15:34 see stats
By A T A the Halfling Skirmisher level 9
17th Dusk 122nd year of Ascendancy at 07:26 see stats
By A T A the Halfling Skirmisher level 50
5th Allure 125th year of Ascendancy at 20:58 see stats
By A T A the Halfling Skirmisher level 50
67th Regrowth 125th year of Ascendancy at 14:55 see stats
By A T A the Halfling Skirmisher level 50
16th Dusk 124th year of Ascendancy at 12:20 see stats
By A T A the Halfling Skirmisher level 8
3rd Flare 122nd year of Ascendancy at 21:39 see stats
By A T A the Halfling Skirmisher level 40
2nd Allure 124th year of Ascendancy at 08:31 see stats
By A T A the Halfling Skirmisher level 18
5th Decay 122nd year of Ascendancy at 16:56 see stats
By A T A the Halfling Skirmisher level 22
25th Regrowth 123rd year of Ascendancy at 22:31 see stats
By A T A the Halfling Skirmisher level 16
68th Dusk 122nd year of Ascendancy at 18:13 see stats
By A T A the Halfling Skirmisher level 33
52nd Dusk 123rd year of Ascendancy at 17:48 see stats
Log
There is a Last Hope (Town) here (press '' or right click to use).
Saving done.
You gain 0.25 gold from the transmogrification of voratun torque of mindblast [power 381] (3 cooldown).
You gain 3.96 gold from the transmogrification of spiked voratun plate armour of spell shielding (9 def, 16 armour).
You gain 2.58 gold from the transmogrification of miner's voratun helm of constitution (+7) (0 def, 11 armour).
You gain 6.62 gold from the transmogrification of fearwoven elven-silk wizard hat (3 def, 0 armour).
You gain 4.89 gold from the transmogrification of champion's voratun helm (0 def, 5 armour).
You gain 7.90 gold from the transmogrification of voratun gauntlets of sorrow (0 def, 3 armour).
You gain 5.12 gold from the transmogrification of heroic voratun gauntlets (0 def, 9 armour).
You gain 1.85 gold from the transmogrification of pair of voratun boots of uncanny dodging (10 def, 5 armour).
You gain 2.23 gold from the transmogrification of insulating pair of voratun boots of uncanny dodging (10 def, 5 armour).
You gain 1.05 gold from the transmogrification of mindwoven elven-silk robe (5 def, 0 armour).
You gain 5.34 gold from the transmogrification of truestriking voratun waraxe (40.5-56.7 power, 6 apr).
You gain 9.96 gold from the transmogrification of creative living mindstar of flames (17.5-19.25 power, 40 apr, mind damage).
You gain 3.25 gold from the transmogrification of voratun greatsword of phasing (66-105.6 power, 25 apr).
You gain 5.11 gold from the transmogrification of insidious voratun greatmaul of massacre (84-126 power, 4 apr).
You gain 5.08 gold from the transmogrification of mule's voratun ring of sensing.
You gain 15.00 gold from the transmogrification of Void Orb.
You gain 1.19 gold from the transmogrification of manasurge rune of the titan (1445% regen over 10 turns; 72 instant mana).
You gain 2.84 gold from the transmogrification of acid wave rune of the psychic (356 acid damage; disarm 5 turns with power 47).
You gain 0.67 gold from the transmogrification of sun infusion (rad 10; power 22; turns 5; dispels darkness).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
A T A deactivates Crippling Poison.
A T A deactivates Trained Reactions.
A T A deactivates Apply Poison.
A T A deactivates Antimagic Shield.
A T A deactivates Numbing Poison.