












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Archer |
| Level / Exp | 50 / 1764% |
| Size | small |
| Lifes / Deaths | Killed by worm that walks at level 16 on the 46th Dusk 122nd year of Ascendancy at 14:36 1 / 6Killed by Polirin the midge swarm at level 16 on the 46th Dusk 122nd year of Ascendancy at 22:52 Killed by Eilinarin the sandworm at level 19 on the 68th Dusk 122nd year of Ascendancy at 07:49 Killed by Gynn the devourer at level 19 on the 24th Haze 122nd year of Ascendancy at 00:46 Killed by skeleton mage at level 20 on the 51st Haze 122nd year of Ascendancy at 22:50 Killed by Mighty Sprun at level 25 on the 19th Regrowth 123rd year of Ascendancy at 15:44 |
Primary Stats
| Strength | 54 (base 14) |
| Dexterity | 112 (base 61) |
| Constitution | 72 (base 41) |
| Magic | 109 (base 60) |
| Willpower | 71 (base 15) |
| Cunning | 94 (base 50) |
Resources
| Life | 1507/1507 |
| Stamina | 258/280 |
| Healing Factor | 1.6462906294958 |
| Regeneration | 25.764448351609 |
Speed
| Mental | +83.19670206156% |
| Attack | 0% |
| Movement | +69% |
| Spell | 0% |
| Global | +167% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 10 |
| See Stealth | 110.87620950577 |
| See Invisible | 109.87620950577 |
Offense: Mainhand
| Damage | 386 |
| Accuracy | 75 |
| Crit Chance | 181% |
| APR | 32 |
| Speed | 0.49 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 110 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Mind
| Mindpower | 70 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +72% |
| Darkness | +47% |
| Light | +25% |
| Temporal | +66% |
| Blight | +55% |
| Arcane | +35% |
| Nature | +25% |
| All | +7% |
Offense: Damage Penetration
| Darkness | +20% |
| Physical | +53% |
| Temporal | +13% |
| Fire | +30% |
| Arcane | +29% |
| Mind | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 48.5 (57.718496631565%) |
| Defense | 73 |
| Ranged Defense | 78 |
| Fatigue | 0 |
| Physical Save | 82 |
| Spell Save | 92 |
| Mental Save | 82 |
Defense: Resistances
| Acid | + 60%( 70%) |
| Blight | + 58%( 70%) |
| Arcane | + 53%( 70%) |
| Cold | + 64%( 70%) |
| All | + 51%( 70%) |
| Lightning | + 65%( 70%) |
| Light | + 58%( 70%) |
| Physical | + 64%( 70%) |
| Darkness | + 70%( 70%) |
| Fire | + 63%( 70%) |
| Mind | + 58%( 70%) |
Defense: Immunities
| Pinning Resistance | 30% |
| Silence Resistance | 74% |
| Confusion Resistance | 26% |
| Knockback Resistance | 30% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 27% |
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 830 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 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 and physical effect and reduce all damage taken by 38% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 10 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 10 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 34%, your defense is increased by 34 and all your resistances by 34%. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.60 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.60 |
| 5/5 |
| 2/5 |
| 5/5 |
| 3/5 |
| Technique / Agility | 1.60 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Reflexes | 1.60 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Cunning / Poisons | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Technique / Marksmanship | 1.60 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Corruption / Vile life | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.60 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.20 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Apply Poison |
| talent | Intuitive Shots |
| talent | Trained Reactions |
| talent | Rapid Shot |
| talent | Numbing Poison |
| talent | Crippling Poison |
| beneficial effect | The target's luck and cunning combine to grant it 58% higher critical chance and 58 saves. Halflings's Luck |
| beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 65. Militant Mind |
| beneficial effect | Increases attack speed by 15%. Bullseye |
| beneficial effect | Increases defense by 24. Mobile Defense |
| beneficial effect | The target's spellpower has been increased by 116. Spellsurge |
| beneficial effect | Increases attack speed by 36%, grants infinite ammo, and causes all marking shots to have a 100% increased chance to mark. Trueshot |
| beneficial effect | Reduces all damage taken by 198. Blocking |
| beneficial effect | Increases movement speed by 69%. Rapid Movement |
| beneficial effect | Increases global action speed by 67%. Speed |
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 |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved spell save by +12. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by Voruyalaith the fire wyrm. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved spell save by +12. | done |
You failed to protect the lost sun paladin from death by Yvildalrann the hornet swarm. Escort: lost sun paladin (level 2 of Daikara) | failed |
You failed to protect the lost sun paladin from death by Salatira the giant red ant. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You failed to protect the lost warrior from death by orc cryomancer. Escort: lost warrior (level 5 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2480. | 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. | active |
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, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Agrimley the hermit has completed an elixir of explosive force without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Eden's Guile (2 def, 1 armour)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 67% (based on Cunning) Activation costs 35 power out of 20/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Quiver | pouch of voratun shots 'Shiverbraze' (22/22, 193% power, 17 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 193% Range: 1.2x Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +17 Crit. chance: +19.0% Capacity: 22 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 266 physical damage Travel speed: +200% Damage Shield penetration (this weapon only): +30% Damage (Ranged): +12 blight / +38 cold / +20 arcane / +35 physical Damage (radius 1) on hit: +12 fire Damage (radius 2) on crit: +4 cold / +12 fire Shots are used with slings to pummel your foes to death. |
| Light source | Ivurimira the PyrewitherPowered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Physical crit. chance: +7.0% Physical power: +7 (+1 eff.) Defense: +10 (+3 eff.) Damage when hit (Melee): 19 fire Changes stats: +2 Dex / +5 Wil Changes resistances: +16% fire Critical mult.: +14.00% Physical save: +14 (+3 eff.) Spell save: +13 (+2 eff.) Mental save: +12 (+2 eff.) Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Eraruimas (8 def, 13 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +9 (+1 eff.) Armour: +13 Defense: +8 (+2 eff.) Fatigue: +5% Changes stats: +7 Str / +16 Wil Changes resistances: +14% blight / +14% physical / +6% acid / +7% all Changes resistances penetration: +29% arcane Physical save: +27 (+5 eff.) Mental save: +15 (+3 eff.) Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +12 Spellpower: +10 (+1 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cap made of leather. |
| On hands | Dairegoblek the Murkwake (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +40.0% Armour: +3 Effects on melee hit: * 10% chance to reduce damage dealt by 31% Damage (Melee): 20 darkness Changes resistances: +13% darkness Changes resistances penetration: +20% darkness Changes damage: +21% blight / +17% darkness / +18% light Critical mult.: +29.00% Spell crit. chance: +40% Mental crit. chance: +35% When used to modify unarmed attacks: Power: 160% Range: 1.1x Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +31.0% Attack speed: 100% When this weapon hits: Moonlight Ray (20% chance level 5). When this weapon crits: Cripple (40% chance level 5). On weapon hit: * 15% chance to reduce damage dealt by 31% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | voratun pickaxe 'Betythra' (dig speed 23 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +15 Dex / +6 Mag / +12 Wil / +12 Cun / +3 Con Maximum mana: +60.00 Spell crit. chance: +9% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
| On fingers | Baregodig the voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 8 blight Changes resistances: +5% arcane / +15% mind Changes damage: +15% blight Blindness immunity: +27% Spellpower on spell critical (stacks up to 3 times): +10 Infravision radius: +6 See stealth: +25 See invisible: +24 Damage Shield penetration: +30% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
| Around neck | AshwarPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Mag Changes resistances: +12% acid Changes resistances penetration: +30% fire Critical mult.: +26.00% Spell save: +23 (+5 eff.) Silence immunity: +26% Confusion immunity: +26% Life regen: +5.20 Vim when firing critical spell: +2.60 Healing mod.: +26% Amulets make your neck look great! |
| In main hand | Nithan's ForceRequires: - Dexterity 32 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 111% Firing range: +10 When wielded/worn: Changes stats: +10 Str / +5 Con Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +35% physical Pinning immunity: +30% Knockback immunity: +30% It can be used to activate talent Bull Shot (costing 12 power out of 6/16) : Effective talent level: 8.8 Power cost: 12 out of 6/16. Range: 10 Travel Speed: instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 259% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
| Around waist | Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+4 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 21 power out of 30/30) : Effective talent level: 7.2 Power cost: 21 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 40% chance to evade melee and ranged attacks and 78 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In off hand | Beregoderab (0 def, 30 armour, 177% power, 198 block)Requires: - Shield usage training - Dexterity 48 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 178% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +198 On weapon hit: * 26% chance to reduce strength, dexterity, and constitution by 42 When wielded/worn: Armour: +30 Fatigue: +8% Changes stats: +6 Wil Changes resistances: +29% lightning / +27% cold Changes damage: +12% blight Talent granted: +1 Block Life regen: +5.20 Spellpower on spell critical (stacks up to 3 times): +10 Maximum life: +120.00 Spellpower: +30 (+5 eff.) Spell crit. chance: +6% Handheld deflection devices. |
| Cloak | Halolamnir the Greenpiercer (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Defense: +2 (+1 eff.) Changes stats: +6 Str / +6 Con Changes resistances: +3% physical Changes resistances penetration: +25% physical Changes damage: +18% nature Critical mult.: +20.00% Stamina each turn: +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Galilar the elven-silk robe (0 def, 2 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +2 Changes stats: +22 Mag / +12 Wil Changes resistances: +15% light / +9% fire / +34% darkness / +15% all Changes resistances penetration: +13% temporal / +10% mind / +13% physical Changes damage: +30% physical / +59% temporal / +23% darkness / +28% arcane Disease immunity: +20% Silence immunity: +48% Life regen: +2.00 Spellpower on spell critical (stacks up to 3 times): +7 Maximum mana: +106.00 Spellpower: +30 (+5 eff.) Spell crit. chance: +5% Mindpower: +10 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the duelist (heal 296; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 296 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 970%; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 970% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 872%; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 872% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 40%; magical; dur 4; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 40% for 4 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 nature talent. |
blink rune of the duelist (range 9; phase 23; cd 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the psychic (range 6; phase 19; cd 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 48; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 48 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 98; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 98 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Taint of Purging (5 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. It can be used to inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Ararin the stralite amuletInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +12 Wil Changes resistances: +10% physical Changes damage: +9% physical Mental save: +12 (+2 eff.) Confusion immunity: +22% Stamina each turn: +0.70 Mana each turn: +0.08 Spell crit. chance: +3% Mindpower: +9 (+2 eff.) Combat speed: +10% Damage Shield penetration: +20% Amulets make your neck look great! |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+4 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Givea the voratun amuletInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +12 (+3 eff.) Damage when hit (Melee): 2 blight Changes stats: +4 Wil Changes resistances: +3% mind Changes resistances cap: +7% all Changes damage: +6% blight Critical mult.: +21.07% Physical save: +23 (+4 eff.) Mental save: +14 (+3 eff.) Cut immunity: +70% Confusion immunity: +21% Mindpower: +12 (+3 eff.) Healing mod.: +23% It can be used to activate talent Heal, placing all other charms into a 25 cooldown : Effective talent level: 4.5 Power cost: 25 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 497 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Glorona the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +7 Cun Life regen: +3.00 Mana each turn: +0.12 Maximum mana: +40.00 Spellpower: +30 (+5 eff.) Mindpower: +30 (+8 eff.) Damage Shield penetration: +30% Amulets make your neck look great! |
The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 25 power out of 36/36) : Effective talent level: 5.5 Power cost: 25 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (210). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
savior's voratun amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical save: +18 (+3 eff.) Spell save: +19 (+4 eff.) Mental save: +21 (+4 eff.) Blindness immunity: +26% Infravision radius: +7 Sight radius: +2 See invisible: +7 Amulets make your neck look great! |
voratun amulet 'Emelura'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Armour: +4 Changes stats: +4 Str / +10 Con Changes resistances: +29% light / +29% darkness Physical save: +38 (+7 eff.) Spell save: +21 (+4 eff.) Mental save: +23 (+4 eff.) Blindness immunity: +39% Life regen: +8.00 Maximum life: +75.00 Amulets make your neck look great! |
DimwarInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +21 (+5 eff.) Armour penetration: +12 Defense: +12 (+3 eff.) Damage when hit (Melee): 8 darkness Changes stats: +3 Str / +5 Dex Changes resistances: +10% blight / +2% physical / +8% nature Poison immunity: +15% Disease immunity: +19% Stamina each turn: +3.00 Light radius: +2 It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 4.5 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 194% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+2 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+1 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Ulukalthondur the DawnwaspCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +10 Armour: +12 Defense: +7 (+2 eff.) Changes resistances penetration: +10% light Stamina each turn: +3.00 Only die when reaching: -20.00 life Maximum stamina: +20.00 It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 4.5 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 194% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
psionicist's voratun ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 14% chance to reduce all saves and defense by 39 Damage (Melee): 27 physical Effects on ranged hit: * 18% chance to reduce all saves and defense by 39 Damage (Ranged): 23 physical Changes stats: +10 Cun / +7 Wil Mental save: +14 (+3 eff.) Hate when firing a critical mind attack: +3.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 14 cooldown : Effective talent level: 7.2 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 184% weapon damage. If the attack hits, the target will bleed for 343% weapon damage over 7 turns, and all healing will be reduced by 77%. Rings make your fingers look great! |
sneakthief's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Changes stats: +7 Cun / +6 Dex Life regen: +10.00 Maximum life: +58.00 Healing mod.: +18% Rings make your fingers look great! |
solipsist's copper ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Cun / +5 Wil Life regen: +7.00 Maximum life: +43.00 Mindpower: +6 (+2 eff.) Healing mod.: +11% Rings make your fingers look great! |
stralite bloodstone ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+1 eff.) Changes stats: +8 Str / +7 Con Stun/Freeze immunity: +60% Rings make your fingers look great! |
stralite bloodstone ringCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +15 Defense: +12 (+3 eff.) Damage when hit (Melee): 8 acid Changes stats: +5 Con Changes resistances: +9% acid / +3% fire Changes resistances penetration: +15% fire Changes damage: +18% acid Spell save: +16 (+3 eff.) Stun/Freeze immunity: +104% Life regen: +7.00 Maximum stamina: +14.00 It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 4.5 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 194% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
stralite ring 'Daimadar'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -7% Changes stats: +1 Cun / +1 Dex Changes resistances: +28% acid Changes damage: +14% acid / +3% arcane Critical mult.: +15.00% Maximum encumbrance: +22 Blindness immunity: +36% Infravision radius: +6 See stealth: +6 See invisible: +13 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings make your fingers look great! |
voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings make your fingers look great! |
voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings make your fingers look great! |
Awakened Staff of Absorption (172% power, 60 apr, arcane element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 180% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+8 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 139 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." |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 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. |
Veloda the hardened leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +10 Defense: +17 (+4 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Str / +5 Con Changes resistances: +8% lightning / +7% temporal / +1% physical Changes resistances penetration: +15% physical Physical save: +25 (+5 eff.) Maximum stamina: +10.00 Size category: +1 A belt that goes around your waist. |
hardened leather belt 'Molathavon'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +1 Str / +4 Mag / +6 Wil / +2 Cun Changes resistances penetration: +8% physical Changes damage: +10% physical Light radius: +2 A belt that goes around your waist. |
Flashhacker (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 (+0 eff.) Defense: +2 (+1 eff.) Fatigue: -4% Damage when hit (Melee): 10 fire Changes resistances penetration: +15% arcane / +20% acid Spell save: +12 (+2 eff.) Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +20.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ivussra (2 def, 6 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Damage when hit (Melee): 2 acid Changes resistances: +6% acid / +6% darkness / +7% fire / +7% cold / +7% lightning Mental save: +3 (+0 eff.) Disease immunity: +20% Healing mod.: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Siladhebeth (3 def, 4 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +8.3% Armour: +4 Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 52% Changes stats: +7 Mag Changes resistances: +6% acid Physical save: +9 (+2 eff.) Spell save: +15 (+3 eff.) Mental save: +14 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Damage Shield penetration: +31% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Duvydoyon' (18 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +18 (+5 eff.) Effects on melee hit: * 21% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Str / +3 Wil Changes resistances: +6% temporal Critical mult.: +20.69% Physical save: +15 (+3 eff.) Mental save: +18 (+3 eff.) Equilibrium when hit: +0.12 Infravision radius: +2 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of the voidstalker (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Mag / +3 Wil Changes resistances: +16% darkness / +13% temporal Spell save: +9 (+2 eff.) Maximum mana: +52.00 Defense after a teleport: +19 Resist all after a teleport: +12% New effects duration reduction after a teleport: +16% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 7 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Layewe the Singeedge (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to reduce armor by 52% Damage when hit (Melee): 8 fire Changes resistances: +9% nature / +3% fire Changes damage: +3% nature / +3% fire Life regen: +3.00 Healing mod.: +13% A pair of boots made of leather. |
pair of drakeskin leather boots 'Hurutir' (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +3 Cun / +4 Con Changes resistances: +12% lightning / +6% temporal / +6% darkness Critical mult.: +10.00% Physical save: +20 (+4 eff.) Mental save: +21 (+4 eff.) Life regen: +8.00 Only die when reaching: -40.00 life Healing mod.: +11% A pair of boots made of leather. |
Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Displacement Shield (10% chance level 3). When this weapon hits: Wave of Power (15% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Furnacewasp the voratun gauntlets (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 42 Damage (Melee): 15 lightning Damage when hit (Melee): 2 blight / 4 fire Changes stats: +5 Str / +4 Dex / +2 Mag / +1 Wil / +5 Cun / +6 Con Changes resistances: +10% lightning / +6% fire Changes resistances penetration: +20% blight / +10% fire Changes damage: +11% lightning / +9% fire Talent cooldown: Double Strike (-1 turn) Physical save: +42 (+8 eff.) Spell save: +10 (+2 eff.) Mental save: +9 (+2 eff.) Disarm immunity: +50% Life regen: +10.00 Stamina each turn: +2.00 Maximum stamina: +40.00 When used to modify unarmed attacks: Power: 138% Range: 1.4x Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +10 Armour Penetration: +15 Crit. chance: +24.0% Attack speed: 83% When this weapon hits: Nightmare (10% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Lightning Breath (10% chance level 5). When this weapon hits: Set Up (10% chance level 5). Damage (Melee): +20 physical Damage (radius 2) on crit: +14 lightning Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 21 cooldown : Effective talent level: 4.5 Power cost: 21 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 33% and provides a 19% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
restful hardened leather gloves of strength (+4) (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +2 Changes stats: +4 Str Life regen: +4.00 Stamina each turn: +0.80 Maximum stamina: +20.00 When used to modify unarmed attacks: Power: 126% Range: 1.1x Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets 'Gilodor' (15 def, 13 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +13 Defense: +15 (+4 eff.) Fatigue: +5% Damage (Melee): 15 blight Changes stats: +2 Str Changes resistances: +10% blight / +12% nature / +15% light / +12% acid Changes resistances penetration: +26% physical Changes damage: +10% blight Poison immunity: +20% Disarm immunity: +20% Stamina each turn: +3.00 When used to modify unarmed attacks: Power: 134% Range: 1.4x Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Soul Rot (20% chance level 5). Damage (radius 2) on crit: +12 blight Metal gloves protecting the hands up to the middle of the lower arm. |
Aeribeth the Noonbraid (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Mag / +10 Con Changes resistances: +18% blight / +7% physical Changes damage: +21% light Critical mult.: +20.00% Confusion immunity: +27% Mana when firing critical spell: +2.69 Spellpower on spell critical (stacks up to 3 times): +12 A cap made of leather. |
Balerath the Kindlekiss (0 def, 5 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +27% lightning / +33% temporal / +12% light Changes resistances penetration: +15% light Changes damage: +12% light Critical mult.: +24.66% Mental save: +22 (+4 eff.) Cut immunity: +25% Mindpower: +20 (+5 eff.) Healing mod.: +25% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ce'Nevena (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Cun / +5 Wil Changes resistances: +6% blight Mental save: +7 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +15 (+2 eff.) Spell crit. chance: +4% A cap made of leather. |
Earyrion the hardened leather cap (10 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +30 (+7 eff.) Armour: +3 Defense: +10 (+3 eff.) Fatigue: +3% Changes stats: +5 Str / +4 Mag Changes damage: +9% blight Critical mult.: +20.00% Physical save: +18 (+3 eff.) Damage Shield penetration: +20% A cap made of leather. |
Shinequill the voratun helm (0 def, 5 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Con Changes resistances: +38% light / +19% darkness Changes damage: +15% arcane Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 Damage Shield penetration: +30% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
prismatic rough leather cap of the depths (0 def, 1 armour) =water=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +7% cold / +10% light / +11% darkness Allows you to breathe in: water A cap made of leather. |
voratun shield 'Boltsun' (0 def, 10 armour, 181% power, 196 block)Requires: - Shield usage training - Dexterity 48 Powered by arcane forces Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 182% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +196 On weapon hit: * 21% chance to reduce strength, dexterity, and constitution by 42 Damage (Melee): +4 lightning / +25 physical / +31 light / +32 darkness Damage (radius 2) on crit: +21 blight When wielded/worn: Armour: +10 Fatigue: +8% Changes stats: +19 Mag / +5 Wil / +18 Cun Changes resistances: +15% lightning / +13% physical / +39% light / +3% blight / +39% darkness Changes damage: +35% light / +39% darkness Talent granted: +1 Block Slows Projectiles: +40% Bonus block near projectiles: +110 Handheld deflection devices. |
630 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Bilebrand the dwarven-steel pickaxe (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Effects on melee hit: * 20% chance to slow global speed by 68% Changes stats: +2 Str / +3 Dex Changes resistances: +9% nature Changes resistances penetration: +14% physical Changes damage: +6% nature / +6% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 14 power out of 25/25) : Effective talent level: 4.5 Power cost: 14 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 20 points of damage the target suffers will reduce the effect duration by one turn. When Sleep 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 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 7 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.00 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. |
8 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 140 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Nightquench (18/18, 180% power, 5 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Power: 180% Range: 1.2x Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +16.5% Capacity: 18 On weapon hit: * 20% chance to reduce damage dealt by 31% On weapon crit: * Wound the target dealing 434 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +11 nature Damage (radius 1) on hit: +20 darkness Damage (radius 2) on crit: +16 darkness Shots are used with slings to pummel your foes to death. |
Rimedash the pouch of voratun shots (21/21, 168% power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 168% Range: 1.2x Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 21 On weapon hit: * 14% chance to reduce strength, dexterity, and constitution by 42 * 10% chance to gain 10% of a turn (3/turn limit) * 25% chance for lightning to strike from the target to a second target dealing 160 damage Damage (Ranged): +12 temporal / +14 blight / +40 cold Damage (radius 1) on hit: +20 cold Shots are used with slings to pummel your foes to death. |
Daimakalthomnir the Growthwoe [power 69] (14 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Accuracy: +20 (+5 eff.) Effects on melee hit: * 20% chance to slow global speed by 68% Changes stats: +7 Dex / +3 Mag / +5 Wil Changes resistances penetration: +25% physical It can be used to harden the skin for 7 turns increasing armour by 69 and armour hardiness by 60% Activation puts all charms on cooldown for 14 turns. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of healing 'Chargeravage' [power 506] (11 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 4 lightning Changes stats: +11 Mag / +3 Wil Changes damage: +9% lightning Infravision radius: +3 It can be used to heal yourself and all friendly characters within 10 spaces for 506 Activation puts all charms on cooldown for 11 turns. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of stinging 'Tempestcut' [power 494] (11 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +1 Mag Changes damage: +12% lightning Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.37 Maximum mana: +40.00 Spell crit. chance: +4% It can be used to sting an enemy dealing 618 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 11 turns. When used: * Increase all damage penetration by 30% for 2 turns. * Reduce fatigue by 59% for 2 turns. * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
yew totem of thorny skin 'Lightningquill' [power 47] (14 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 10 lightning Changes resistances: +6% lightning Blindness immunity: +20% Pinning immunity: +20% Life regen: +4.00 Maximum life: +100.00 Healing mod.: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to harden the skin for 7 turns increasing armour by 47 and armour hardiness by 50% Activation puts all charms on cooldown for 14 turns. Natural totems are made by powerful wilders to store nature power. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 21 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
10 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Mighty Sprun the Halfling Archer level 35
58th Dusk 123rd year of Ascendancy at 11:39 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Mighty Sprun the Halfling Archer level 44
12nd Regrowth 124th year of Ascendancy at 20:39 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Mighty Sprun the Halfling Archer level 35
56th Dusk 123rd year of Ascendancy at 15:41 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Mighty Sprun the Halfling Archer level 38
14th Haze 123rd year of Ascendancy at 04:33 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Mighty Sprun the Halfling Archer level 27
1st Time of Balance 123rd year of Ascendancy at 10:53 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Mighty Sprun the Halfling Archer level 22
71st Haze 122nd year of Ascendancy at 14:31 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Mighty Sprun the Halfling Archer level 37
10th Haze 123rd year of Ascendancy at 15:24 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Mighty Sprun the Halfling Archer level 31
42nd Pyre 123rd year of Ascendancy at 10:46 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Mighty Sprun the Halfling Archer level 17
55th Dusk 122nd year of Ascendancy at 23:17 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Mighty Sprun the Halfling Archer level 50
5th Pyre 124th year of Ascendancy at 09:23 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Mighty Sprun the Halfling Archer level 23
3rd Allure 123rd year of Ascendancy at 08:50 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Mighty Sprun the Halfling Archer level 45
21st Regrowth 124th year of Ascendancy at 14:32 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Mighty Sprun the Halfling Archer level 50
49th Regrowth 124th year of Ascendancy at 13:02 see stats
Fool of a Took! (Insane (Adventure) difficulty)
Killed oneself as a halfling.By Mighty Sprun the Halfling Archer level 25
19th Regrowth 123rd year of Ascendancy at 15:44 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Mighty Sprun the Halfling Archer level 29
28th Pyre 123rd year of Ascendancy at 20:54 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Mighty Sprun the Halfling Archer level 10
6th Mirth 122nd year of Ascendancy at 03:40 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Mighty Sprun the Halfling Archer level 20
50th Haze 122nd year of Ascendancy at 04:56 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Mighty Sprun the Halfling Archer level 30
37th Pyre 123rd year of Ascendancy at 08:56 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Mighty Sprun the Halfling Archer level 40
19th Haze 123rd year of Ascendancy at 21:05 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Mighty Sprun the Halfling Archer level 50
39th Regrowth 124th year of Ascendancy at 03:43 see stats
Merry wintertide! (Insane (Adventure) difficulty)
Finish the Santascape event and free the little helper elves.By Mighty Sprun the Halfling Archer level 30
38th Pyre 123rd year of Ascendancy at 16:41 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Mighty Sprun the Halfling Archer level 50
48th Regrowth 124th year of Ascendancy at 01:53 see stats
Overpowered! (Insane (Adventure) difficulty)
Did over 6000 damage in one attack.By Mighty Sprun the Halfling Archer level 44
13rd Regrowth 124th year of Ascendancy at 07:44 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Mighty Sprun the Halfling Archer level 48
26th Regrowth 124th year of Ascendancy at 06:24 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Mighty Sprun the Halfling Archer level 19
6th Haze 122nd year of Ascendancy at 20:56 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Mighty Sprun the Halfling Archer level 32
50th Dusk 123rd year of Ascendancy at 01:18 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Mighty Sprun the Halfling Archer level 27
16th Pyre 123rd year of Ascendancy at 09:51 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Mighty Sprun the Halfling Archer level 38
10th Haze 123rd year of Ascendancy at 22:00 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Mighty Sprun the Halfling Archer level 50
5th Pyre 124th year of Ascendancy at 09:22 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Mighty Sprun the Halfling Archer level 10
10th Mirth 122nd year of Ascendancy at 07:06 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By Mighty Sprun the Halfling Archer level 50
5th Pyre 124th year of Ascendancy at 09:23 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Mighty Sprun the Halfling Archer level 42
70th Haze 123rd year of Ascendancy at 04:56 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Mighty Sprun the Halfling Archer level 7
1st Mirth 122nd year of Ascendancy at 04:06 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Mighty Sprun the Halfling Archer level 41
45th Haze 123rd year of Ascendancy at 04:39 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Mighty Sprun the Halfling Archer level 22
53rd Haze 122nd year of Ascendancy at 20:51 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Mighty Sprun the Halfling Archer level 16
46th Dusk 122nd year of Ascendancy at 20:55 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Mighty Sprun the Halfling Archer level 34
55th Dusk 123rd year of Ascendancy at 15:18 see stats
Log
Mighty Sprun uses Headshot.
Mighty Sprun uses Headshot.
Mighty Sprun uses Headshot.
Mighty Sprun's spell attains critical power!
Mighty Sprun's Headshot performs a ranged critical strike against Training Dummy!
Mighty Sprun's Headshot performs a ranged critical strike against Training Dummy!
Mighty Sprun's Headshot hits Training Dummy for 6074 physical, 60 physical, 19 blight, 41 cold, 27 arcane, 13 fire, 4 cold, 13 fire (6251 total damage).
Mighty Sprun's Headshot hits Training Dummy for 4 cold, 13 fire (17 total damage).
Mighty Sprun's Headshot hits Training Dummy for 13 fire, 4 cold, 13 fire (30 total damage).
Mighty Sprun's Headshot hits Training Dummy for 13 fire, 4 cold, 13 fire (30 total damage).
Mighty Sprun's Headshot hits Training Dummy for 13 fire, 4 cold, 13 fire (30 total damage).
Mighty Sprun's Headshot hits Training Dummy for 13 fire, 4 cold, 13 fire (30 total damage).
Mighty Sprun's Headshot hits Training Dummy for 13 fire, 4 cold, 13 fire (30 total damage).
Mighty Sprun's Headshot hits Training Dummy for 4 cold, 13 fire (17 total damage).
Mighty Sprun's Headshot hits Training Dummy for 4 cold, 13 fire (17 total damage).
Mighty Sprun's Headshot hits Training Dummy for 6074 physical, 60 physical, 19 blight, 41 cold, 27 arcane, 13 fire, 4 cold, 13 fire (6251 total damage).
Mighty Sprun's Headshot hits Training Dummy for 13 fire, 4 cold, 13 fire (30 total damage).
Mighty Sprun's Headshot hits Training Dummy for 13 fire, 4 cold, 13 fire (30 total damage).
Mighty Sprun receives 237 healing from Blood Splash.
Mighty Sprun's Headshot performs a ranged critical strike against Training Dummy!
Mighty Sprun's Headshot hits Training Dummy for 13 fire, 4 cold, 13 fire (30 total damage).
Mighty Sprun's Headshot hits Training Dummy for 4 cold, 13 fire (17 total damage).
Mighty Sprun's Headshot hits Training Dummy for 4 cold, 13 fire (17 total damage).
Mighty Sprun's Headshot hits Training Dummy for 13 fire, 4 cold, 13 fire (30 total damage).
Mighty Sprun's Headshot hits Training Dummy for 5544 physical, 60 physical, 19 blight, 41 cold, 27 arcane, 13 fire, 4 cold, 13 fire (5720 total damage).
Mighty Sprun's Headshot hits Training Dummy for 13 fire, 4 cold, 13 fire (30 total damage).
Saving game...
Saving done.








































































































































