










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Yeek |
| Class | Archer |
| Level / Exp | 50 / 1704% |
| Size | small |
| Lifes / Deaths | Killed by Subject Z at level 7 on the 2nd Summertide 122nd year of Ascendancy at 22:17 0 / 9Killed by elven blood mage at level 24 on the 8th Regrowth 123rd year of Ascendancy at 06:50 Killed by elven mage at level 24 on the 8th Regrowth 123rd year of Ascendancy at 09:01 Killed by skeleton mage at level 29 on the 70th Regrowth 123rd year of Ascendancy at 02:54 Killed by Yvywe the ungolmor at level 35 on the 2nd Mirth 123rd year of Ascendancy at 13:29 Killed by Neryrille the Neverdead at level 50 on the 79th Regrowth 124th year of Ascendancy at 09:55 Killed by Neryrille the Neverdead at level 50 on the 79th Regrowth 124th year of Ascendancy at 16:14 Killed by Elandar at level 50 on the 69th Pyre 124th year of Ascendancy at 12:04 Killed by Gray Narrow at level 50 on the 69th Pyre 124th year of Ascendancy at 15:25 |
Primary Stats
| Strength | 77 (base 50) |
| Dexterity | 99 (base 60) |
| Constitution | 76 (base 60) |
| Magic | 35 (base 10) |
| Willpower | 43 (base 21) |
| Cunning | 79 (base 35) |
Resources
| Life | 1104/1550 |
| Stamina | 7/296 |
| Healing Factor | 2.1524390243903 |
| Regeneration | 33.685670731708 |
Speed
| Mental | +29.913043478261% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +115% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 6 |
| See Stealth | 53.466987637679 |
| See Invisible | 53.466987637679 |
Offense: Mainhand
| Damage | 176 |
| Accuracy | 84 |
| Crit Chance | 51% |
| APR | 46 |
| Speed | 0.62 |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +11% |
| Light | +20% |
| All | 0% |
Offense: Damage Penetration
| Temporal | +28% |
| Lightning | +39% |
| Mind | +23% |
| All | +13% |
Defense: Base
| Armour (hardiness) | 17 (64.692942254812%) |
| Defense | 64 |
| Ranged Defense | 64 |
| Fatigue | 0 |
| Physical Save | 56 |
| Spell Save | 39 |
| Mental Save | 52 |
Defense: Resistances
| Lightning | + 23%( 70%) |
| Acid | + 25%( 70%) |
| Light | + 65%( 70%) |
| Temporal | + 20%( 70%) |
| Mind | + 20%( 70%) |
| Physical | + 21%( 70%) |
| Fire | + 30%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 28% |
| Confusion Resistance | 100% |
| Disarm Resistance | 50% |
| Instadeath Resistance | 100% |
| Silence Resistance | 92% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse 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 cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 18% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 33 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 6 for 10 turns. While Heroism is active, you will only die when reaching -554 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 292 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 movement speed by 712% 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. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Archery training | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Archery prowess | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 2/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 5/5 |
| 0/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 2/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Aim |
| talent | Trained Reactions |
| talent | Intuitive Shots |
| talent | Chant of Fortitude |
| beneficial effect | Increases attack speed by 14%, grants infinite ammo, and causes all marking shots to have a 100% increased chance to mark. Trueshot |
| detrimental effect | The target is cursed, taking 56.26 darkness damage per turn and preventing natural life regeneration. Curse of Death |
| beneficial effect | Increases attack speed by 16%. Bullseye |
| detrimental effect | The target is on fire, taking 44.92 fire damage per turn. Burning |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+5 cooldowns). Infusion Saturation |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | 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 |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by snow giant boulder thrower. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
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 talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Heart of the Gloom. Escort: repented thief (level 1 of Heart of the Gloom)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 7 of Dreadfell. Escort: temporal explorer (level 7 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Dexterity by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | 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 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 |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * 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: 873. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit 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. Marus of Elvala has completed an elixir of mysticism without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the 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. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have sided with Slasul and killed Ukllmswwik. | 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 within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | undeterred pair of hardened leather boots (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Silence immunity: +32% Confusion immunity: +20% Stun/Freeze immunity: +28% A pair of boots made of leather. |
| Quiver | Isybeth the Barkbreaker (0/22, 53.5-74.9 power, 18 apr)Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 53.5 - 74.9 Uses stats: 70% Dex, 50% Str Damage type: Nature Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 22 On weapon hit: * Slows global speed by 40% Damage (Ranged): +50 fire / +8 nature Burst (radius 1) on hit: +16 nature Burst (radius 2) on crit: +36 nature / +23 fire Arrows are used with bows to pierce your foes to death. |
| Light source | piercing dwarven lantern of illusionCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +11 Defense: +15 (+4 eff.) Changes resistances penetration: +13% all Physical save: +16 (+5 eff.) Spell save: +16 (+6 eff.) Mental save: +12 (+4 eff.) Light radius: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | warlord's hardened leather cap of the bounder (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +3 Fatigue: +3% Changes stats: +11 Str / +6 Dex / +5 Wil Changes resistances: +7% physical Physical save: +7 (+2 eff.) A cap made of leather. |
| Tool | steel torque of psychoportation [power 30] (1/27 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to teleport randomly (rad 30), putting all charms on cooldown for 27 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | savage's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +3 Con Spell save: +15 (+5 eff.) Life regen: +2.00 Maximum life: +80.00 Maximum stamina: +21.00 Healing mod.: +25% Rings can have magical properties. |
| On fingers | GoldtempterPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +17 Defense: +17 (+5 eff.) Damage when hit (Melee): 4 lightning Changes stats: +1 Str / +8 Mag / +8 Wil / +16 Cun Changes resistances: +9% lightning / +6% temporal / +40% light Changes resistances penetration: +15% temporal Changes damage: +20% light Maximum life: +40.00 Spellpower: +14 (+5 eff.) Mindpower: +15 (+5 eff.) Healing mod.: +10% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.4 Power cost: 9 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 154% 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. |
| Around waist | balancing hardened leather belt of containmentPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +9.0% Changes stats: +4 Cun / +5 Dex Maximum life: +76.00 Maximum mana: +35.00 Maximum stamina: +36.00 Maximum hate: +14.00 Maximum psi: +23.00 Maximum vim: +24.00 Maximum pos.energy: +28.00 Maximum neg.energy: +27.00 Mental crit. chance: +8% Reduces paradox anomalies(equivalent to willpower): +15 A belt that goes around your waist. |
| In main hand | thunderous dragonbone longbow of true flightRequires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * 17% chance to daze at end of turn When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +17.0% Changes stats: +6 Str / +5 Dex / +5 Mag / +3 Wil / +3 Cun / +5 Con Changes resistances penetration: +11% lightning Longbows are used to shoot arrows at your foes. |
| On hands | Hawkeye's Gauntlets (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +3 Effects on melee hit: * 15% chance to corrode armour by 30% Changes stats: +5 Str / +5 Dex / +6 Mag / +5 Cun Changes resistances: +12% acid / +6% mind Changes resistances penetration: +15% lightning / +10% mind Changes damage: +11% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +22 (+6 eff.) Mental save: +10 (+4 eff.) Disarm immunity: +50% Mana each turn: +0.33 Spellpower: +16 (+6 eff.) Spell crit. chance: +9% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | troll-hide drakeskin leather armour of Eyal (5 def, 8 armour)Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Life regen: +11.90 Maximum life: +142.00 Healing mod.: +40% A suit of armour made of leather. |
| Cloak | marshal's elven-silk cloak of fog (12 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Changes stats: +1 Str / +6 Con Changes resistances: +19% light / +18% fire Stealth bonus: +10 Physical save: +10 (+3 eff.) Maximum life: +104.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | wanderer's voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -7% Changes stats: +10 Dex / +6 Cun / +7 Con Life regen: +1.50 Stamina each turn: +1.40 Movement speed: +10% Amulets can have magical properties. |
Inventory
Infusion of Wild Growth (Rad 5 for 10 turns)Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; 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: Standard (100% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 57.33 physical damage and 114.67 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. 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. |
heroism infusion of the titan (+17 for 8 turns, die at -419)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: 35 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 17 for 8 turns. While Heroism is active, you will only die when reaching -419 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 Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.sun infusion (rad 9; power 21; turns 4; dispels darkness) 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: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 9 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 4 turns. 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. |
sun infusion of the warrior (rad 8; power 58; turns 5; dispels darkness)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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 8 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 29). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 58) for 5 turns. 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. |
sun infusion of the warrior (rad 6; power 57; turns 4; dispels darkness)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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 28). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 57) for 4 turns. 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. |
This item will automatically be transmogrified when you leave the level.wild infusion (resist 21%; cure mental) 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: 22 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 effect and reduce all damage taken by 21% for 8 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. |
wild infusion (resist 13%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 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 13% for 6 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. |
This item will automatically be transmogrified when you leave the level.heat beam rune (177 fire damage) 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: 9 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 177.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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. |
teleportation rune of the titan (range 111)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: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 111 with a minimum range of 15. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
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! Most of them function better with a high Magic score. |
Beidin the stralite amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical crit. chance: +1.0% Damage (Melee): 13 light / 13 darkness Effects when hit in melee: * 12% chance to inflict 15% damage reduction * 13% chance to blind Changes resistances: +9% darkness Changes damage: +11% light / +10% darkness Talent masteries: +0.34 Technique / Agility +0.34 Cunning / Trapping Physical save: +22 (+6 eff.) Spell save: +19 (+7 eff.) Mental save: +52 (+15 eff.) Poison immunity: +15% Disarm immunity: +5% Life regen: +0.60 Healing mod.: +25% Amulets can have magical properties. |
Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+2 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 54 power out of 60/60. The evilness of undeath radiates from this amulet. |
savior's steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical save: +10 (+3 eff.) Spell save: +11 (+4 eff.) Mental save: +15 (+5 eff.) Amulets can have magical properties. |
stralite amulet 'Brandstone'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 4 fire Changes stats: +5 Con Changes resistances: +9% blight / +24% cold / +16% fire / +9% physical Changes resistances penetration: +15% fire Changes damage: +6% fire Stamina each turn: +0.40 Amulets can have magical properties. |
warmaker's voratun amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Str / +6 Dex / +6 Wil Blindness immunity: +30% Infravision radius: +7 Sight radius: +2 See invisible: +15 Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 9 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. |
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 (+4 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. |
Prothotipe's Prismatic Eye ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Rings can have magical properties. |
Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Salusewe the stralite ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +9 Wil Changes resistances: +6% light / +5% arcane Reduces incoming crit damage: 15.00% Spell save: +9 (+3 eff.) Mental save: +18 (+6 eff.) Poison immunity: +20% Disease immunity: +10% Silence immunity: +15% Pinning immunity: +10% Rings can have magical properties. |
copper ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Life regen: +0.60 Maximum life: +40.00 Healing mod.: +13% Rings can have magical properties. |
copper ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +6 (+2 eff.) Rings can have magical properties. |
gladiator's gold ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +5 Str / +5 Con Disarm immunity: +24% Pinning immunity: +22% Knockback immunity: +23% Maximum life: +25.00 Rings can have magical properties. |
gladiator's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +6 Str / +4 Con Rings can have magical properties. |
gold ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 13% chance to blind Damage (Melee): 26 light Effects on ranged hit: * 25% chance to blind Damage (Ranged): 34 light Rings can have magical properties. |
marksman's steel ring of corrosion (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex Changes resistances: +20% acid Changes damage: +10% acid Rings can have magical properties. |
mule's stralite ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+2 eff.) Fatigue: -5% Maximum encumbrance: +20 Spellpower: +8 (+3 eff.) Mindpower: +11 (+4 eff.) Rings can have magical properties. |
mule's stralite ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -6% Maximum encumbrance: +20 Disarm immunity: +23% Pinning immunity: +29% Knockback immunity: +30% Maximum life: +35.00 Rings can have magical properties. |
solipsist's stralite ring of wardingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes resistances: +18% acid / +14% fire / +10% lightning / +16% cold Mindpower: +8 (+3 eff.) Rings can have magical properties. |
stralite ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Life regen: +1.10 Maximum life: +69.00 Healing mod.: +18% Rings can have magical properties. |
treant's gold ring of lightning (+8%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +8% blight / +6% nature / +28% lightning Changes damage: +14% lightning Poison immunity: +15% Disease immunity: +13% Rings can have magical properties. |
treant's steel ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +7 Defense: +9 (+3 eff.) Changes resistances: +7% nature / +7% blight Poison immunity: +12% Disease immunity: +12% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.4 Power cost: 9 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 154% 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. |
voratun ring 'Aeribretta'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Damage when hit (Melee): 16 mind Changes stats: +10 Dex / +5 Wil / +9 Con Changes resistances: +5% arcane Changes resistances penetration: +28% arcane Changes damage: +15% arcane Light radius: +3 See invisible: +12 Rings can have magical properties. |
wizard's steel ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+2 eff.) Stun/Freeze immunity: +23% Life regen: +1.60 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.quick voratun greatsword of erosion (63-100.8 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.0 - 100.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 111% Damage (Melee): +17 nature / +28 temporal When wielded/worn: Accuracy: +21 (+4 eff.) Changes stats: +6 Dex Massive two-handed swords. |
thunderous elven-wood longbow of true flightRequires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * 24% chance to daze at end of turn When wielded/worn: Accuracy: +14 (+3 eff.) Physical crit. chance: +12.0% Changes stats: +3 Str / +3 Dex / +3 Mag / +5 Wil / +2 Cun / +2 Con Changes resistances penetration: +12% lightning Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.balanced orichalcum trident (52.5-84 power, 16 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 52.5 - 84.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +16 (+3 eff.) Defense: +16 (+4 eff.) Disarm immunity: +49% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.balanced orichalcum trident of corruption (52-83.2 power, 16 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 52.0 - 83.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 24% chance to inflict 15% damage reduction * 20% chance to curse the target When wielded/worn: Accuracy: +20 (+4 eff.) Defense: +21 (+6 eff.) Disarm immunity: +70% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.cleansing drakeskin leather belt of the vagrant Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Con Changes resistances: +12% acid / +12% blight Mental save: +15 (+5 eff.) Mindpower: +8 (+3 eff.) A belt that goes around your waist. |
grounding hardened leather belt of valianceInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +1 Wil Changes resistances: +11% lightning / +9% temporal Mental save: +8 (+3 eff.) Maximum life: +67.00 A belt that goes around your waist. |
hardened leather belt 'Aerydhenor'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +10 Wil Spell save: +12 (+4 eff.) Vim when firing critical spell: +4.00 Maximum life: +54.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +4% A belt that goes around your waist. |
hardened leather belt 'Pyrebolt'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Wil / +10 Cun Changes resistances: +15% fire / +11% light / +10% darkness Light radius: +3 A belt that goes around your waist. |
hardened leather belt of resilienceInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Maximum life: +37.00 A belt that goes around your waist. |
monstrous hardened leather belt of burglaryInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +5 Str / +4 Dex / +5 Cun / +5 Con / +5 Lck Trap disarming bonus: +14 Stealth bonus: +8 Physical save: +8 (+3 eff.) Infravision radius: +5 Size category: +1 A belt that goes around your waist. |
noble's hardened leather belt of resilienceInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Reduced damage from: +23% Summoned Maximum life: +31.00 A belt that goes around your waist. |
skylord's drakeskin leather belt of the vagrantInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +4 Str / +5 Dex / +5 Wil / +2 Cun / +3 Con Physical save: +14 (+4 eff.) Spell save: +15 (+5 eff.) Mental save: +26 (+9 eff.) Mindpower: +7 (+2 eff.) A belt that goes around your waist. |
Radiance (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 (+4 eff.) Damage when hit (Melee): 30 blinding light Changes stats: +10 Dex / +8 Mag / +6 Cun Changes resistances: +20% light / +20% darkness Changes resistances cap: +10% light Changes damage: +15% light Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Radiance +0.20 Spell / Phantasm +0.20 Celestial / Light Spellpower: +8 (+3 eff.) It can be used to activate talent Barrier (costing 36 power out of 40/40) : Effective talent level: 3.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A protective shield forms around you that lasts for up to 10 turns and negates 197 damage. The total damage the barrier can absorb will increase with your Spellpower. This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
cashmere cloak 'Ce'Nevena' (18 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +18 (+5 eff.) Ranged Defense: +9 (+3 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +15% blight / +6% fire / +9% nature Physical save: +11 (+4 eff.) Teleport immunity: +10% Only die when reaching: -40.00 life 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 'Salynn' (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Damage when hit (Melee): 8 arcane Changes resistances: +12% light / +18% fire Changes damage: +6% blight / +6% arcane Stealth bonus: +14 Physical save: +12 (+4 eff.) Mental save: +43 (+13 eff.) Only die when reaching: -50.00 life Maximum life: +35.00 Maximum hate: +6.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient cashmere cloak of Eldoral (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +1 Cun / +2 Dex Maximum life: +36.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.wyrmwaxed elven-silk cloak of mindcraft (3 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +5 Cun / +5 Wil Changes resistances: +8% acid / +8% fire / +8% lightning / +7% cold Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.focusing elven-silk robe of power (5 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +6 Mag / +6 Wil Changes damage: +8% all Mana each turn: +0.40 Psi each turn: +0.31 Spellpower: +17 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Arydanor the Scaldravager (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Dex / +3 Mag Changes damage: +15% fire Stamina each turn: +0.60 Maximum stamina: +17.00 See invisible: +24 A pair of boots made of leather. |
Daygrinder the pair of drakeskin leather boots (0 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 16 physical Changes stats: +6 Dex / +3 Mag / +3 Wil / +7 Lck Changes resistances: +3% darkness Changes resistances penetration: +10% light Stealth bonus: +10 Physical save: +10 (+3 eff.) Spell save: +9 (+3 eff.) Mental save: +9 (+3 eff.) Only die when reaching: -20.00 life Light radius: +2 It can be used to blink to a nearby random location (rad 10), putting all charms on cooldown for 23 turns. A pair of boots made of leather. |
Shootkickers (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * 35% chance to daze at end of turn Damage when hit (Melee): 16 darkness Changes stats: +10 Str / +10 Con Changes resistances: +14% fire / +13% cold Changes resistances penetration: +5% lightning / +10% darkness Changes damage: +9% lightning / +10% physical Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+5 eff.) Stamina each turn: +1.30 Maximum stamina: +40.00 Size category: +1 It can be used to activate talent Heave, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 18 power out of 20/20) : Effective talent level: 3.0 Power cost: 18 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. |
invigorating pair of drakeskin leather boots of spellbinding (0 def, 5 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -5% Changes stats: +5 Mag Spell save: +6 (+2 eff.) Stamina each turn: +0.20 Maximum life: +40.00 Lowers spell cool-downs by: 10% Movement speed: +10% A pair of boots made of leather. |
stealthy pair of hardened leather boots of uncanny dodging (4 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +3% Changes stats: +7 Lck / +3 Dex Stealth bonus: +5 A pair of boots made of leather. |
undeterred pair of hardened leather boots of rushing (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Str / +2 Con Silence immunity: +22% Confusion immunity: +24% Stun/Freeze immunity: +26% It can be used to activate talent Rush, placing all other charms into a 23 cooldown : Effective talent level: 1.0 Power cost: 23 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.wanderer's pair of drakeskin leather boots of invasion (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +4 Cun / +6 Con Changes resistances penetration: +7% physical Physical save: +22 (+6 eff.) Mental save: +14 (+5 eff.) A pair of boots made of leather. |
Blazedream the hardened leather gloves (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour: +2 Damage when hit (Melee): 20 fire Changes stats: +4 Str / +2 Dex Changes damage: +21% fire Reduces incoming crit damage: 10.00% Physical save: +7 (+2 eff.) Mental save: +8 (+3 eff.) Disarm immunity: +35% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Glulralle (0 def, 11 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +11 Damage (Melee): 15 lightning Changes resistances: +10% lightning / +12% blight Changes damage: +11% lightning / +12% acid Physical save: +15 (+5 eff.) Spell save: +30 (+10 eff.) Cut immunity: +15% Disarm immunity: +20% Pinning immunity: +20% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic hardened leather gloves of dexterity (+4) (0 def, 6 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +13 (+3 eff.) Armour: +6 Changes stats: +4 Dex Mental save: +8 (+3 eff.) Maximum life: +42.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic hardened leather gloves of the starseeker (0 def, 5 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +2 Cun / +3 Mag Changes resistances: +6% light / +6% darkness Mental save: +7 (+3 eff.) Maximum life: +48.00 Infravision radius: +1 It can be used to activate talent Starfall, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 53.71 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic rough leather gloves of strength (+2) (0 def, 5 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +5 Changes stats: +2 Str Mental save: +6 (+2 eff.) Maximum life: +40.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Adeyalaith the hardened leather cap (6 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +3 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +3% Changes stats: +3 Str / +3 Dex / +3 Cun / +3 Con Changes resistances: -20% light Changes resistances penetration: +20% physical Changes damage: +9% mind Physical save: +30 (+8 eff.) Life regen: +4.50 Only die when reaching: -60.00 life Healing mod.: +30% A cap made of leather. |
Anadunazor (0 def, 6 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Damage when hit (Melee): 8 blight Changes stats: +3 Cun / +4 Wil Changes resistances: +8% acid / +8% fire / +8% lightning / +8% cold Changes resistances penetration: +10% arcane Mana when firing critical spell: +4.00 Maximum vim: +30.00 Spellpower: +6 (+2 eff.) Mindpower: +3 (+1 eff.) Infravision radius: +2 A cap made of leather. |
This item will automatically be transmogrified when you leave the level.catburglar's drakeskin leather cap of strength (+8) (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: +8 Str / +8 Dex Changes resistances: +24% darkness Infravision radius: +5 A cap made of leather. |
champion's drakeskin leather cap of fortune (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Armour: +5 Fatigue: +5% Changes stats: +4 Str / +3 Wil / +16 Lck Mental save: +11 (+4 eff.) Spell crit. chance: +5% Mental crit. chance: +5% Light radius: +1 A cap made of leather. |
hardened leather cap 'Xerukira' (9 def, 15 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +15 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +3% Changes stats: +3 Str / +4 Con Changes resistances: +6% light / +9% cold Blindness immunity: +30% Teleport immunity: +10% A cap made of leather. |
leafwalker's drakeskin leather cap of knowledge (0 def, 5 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Cun / +3 Wil Changes resistances: +12% nature Spell save: +6 (+2 eff.) Maximum life: +95.00 Mindpower: +5 (+2 eff.) Healing mod.: +20% A cap made of leather. |
prismatic rough leather cap of the depths (0 def, 1 armour) =WATERm Breathing=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +5% cold / +11% light / +11% darkness Allows you to breathe in: water A cap made of leather. |
thaloren hardened leather cap of dexterity (+4) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Dex / +4 Wil Changes resistances: +10% blight Mental save: +7 (+3 eff.) A cap made of leather. |
marauder's drakeskin leather armour of thunder (11 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +19 (+4 eff.) Armour: +8 Defense: +11 (+3 eff.) Fatigue: +8% Changes stats: +19 Str / +6 Dex / +10 Mag / +9 Wil Changes resistances: +12% lightning Physical save: +6 (+2 eff.) Spellpower: +20 (+7 eff.) Spell crit. chance: +9% Mindpower: +25 (+8 eff.) Mental crit. chance: +9% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.spiked voratun plate armour of clarity (9 def, 16 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Damage when hit (Melee): 15 physical Changes resistances: +8% mind Mental save: +21 (+7 eff.) A suit of armour made of metal plates. |
Arkul's Siege Arrows (14/14, 68-95.2 power, 100 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 68.0 - 95.2 Uses stats: 70% Str, 50% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +100 Crit. chance: +10.0% Capacity: 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
Bethugassra the Duathelglamour (17/17, 46-64.4 power, 14 apr)Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 46.0 - 64.4 Uses stats: 70% Dex, 50% Str Damage type: Arcane Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +2.5% Capacity: 17 On weapon hit: * 10% chance to knock the target back Damage (Ranged): +4 darkness / +53 physical Burst (radius 1) on hit: +12 arcane Burst (radius 2) on crit: +8 arcane / +12 darkness Arrows are used with bows to pierce your foes to death. |
Duathelrage the quiver of dragonbone arrows (21/21, 53.5-74.9 power, 18 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 53.5 - 74.9 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +17.0% Capacity: 21 On weapon hit: * 40% chance to inflict 15% damage reduction * 20% chance to torment the target On weapon crit: * wounds the target for 7 turns: 20 bleeding, 67% reduced healing * cripple the target Damage (Ranged): +26 darkness / +14 bleed / +14 mind Burst (radius 1) on hit: +8 darkness Burst (radius 2) on crit: +4 darkness Arrows are used with bows to pierce your foes to death. |
Flashsquall (20/20, 52.5-73.5 power, 18 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 52.5 - 73.5 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 20 On weapon hit: * 44% chance to cause random gloom * 44% chance to disease On weapon crit: * wounds the target for 7 turns: 20 bleeding, 67% reduced healing Damage (Ranged): +28 light / +20 blight / +8 fire / +30 bleed Burst (radius 1) on hit: +12 light / +8 blight Arrows are used with bows to pierce your foes to death. |
The Titan's Quiver (18/18, 62-86.8 power, 20 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 62.0 - 86.8 Uses stats: 70% Str, 50% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Crit. chance: +8.0% Capacity: 18 On weapon crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
Xawen (17/17, 34.5-48.3 power, 11 apr)Requires: - Dexterity 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Base power: 34.5 - 48.3 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +11 Crit. chance: +4.0% Capacity: 17 Turns elapse between self-loadings: 1 On weapon hit: * 20% chance to torment the target Travel speed: +200% Damage (Ranged): +15 light / +9 mind / +11 darkness Damage against: +15% Undead When wielded/worn: Ammo reloads per turn: +2 Arrows are used with bows to pierce your foes to death. |
acidic quiver of dragonbone arrows of torment (20/21, 52.5-73.5 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 52.5 - 73.5 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 21 On weapon hit: * 20% chance to torment the target On weapon crit: * splashes the target with acid Damage (Ranged): +21 acid / +14 mind / +15 darkness Arrows are used with bows to pierce your foes to death. |
deadly quiver of dragonbone arrows of gravity (19/19, 69.5-97.3 power, 18 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 69.5 - 97.3 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 19 On weapon hit: * 10% chance to crush the target Damage (Ranged): +23 gravity Arrows are used with bows to pierce your foes to death. |
hateful quiver of dragonbone arrows of warping (19/19, 54.5-76.3 power, 18 apr)Requires: - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 54.5 - 76.3 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 19 On weapon hit: * 10% chance to stun, blind, pin, or confuse the target Damage (Ranged): +23 temporal / +24 darkness / +21 physical Damage against: +20% Living Arrows are used with bows to pierce your foes to death. |
quiver of dragonbone arrows 'Hellfist' (22/22, 52.5-73.5 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 52.5 - 73.5 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Accuracy: +45 Armour Penetration: +18 Crit. chance: +3.0% Capacity: 22 On weapon crit: * splashes the target with acid Damage (Ranged): +12 acid / +24 fire Burst (radius 1) on hit: +8 fire Arrows are used with bows to pierce your foes to death. |
sentry's quiver of dragonbone arrows of amnesia (56/56, 64-89.6 power, 32 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 64.0 - 89.6 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +32 Crit. chance: +3.0% Capacity: 56 Turns elapse between self-loadings: 3 On weapon hit: * 25% chance to put talents on cooldown Arrows are used with bows to pierce your foes to death. |
agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Pick of Dwarven Emperors (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 (+2 eff.) Spell save: +7 (+3 eff.) Mental save: +7 (+3 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Pulverizing Auger (costing 27 power out of 30/30) : Effective talent level: 4.0 Power cost: 27 out of 30/30. Range: 6 Travel Speed: instantaneous Is: a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 4. The beam also affect any creatures in its path, dealing 181.11 physical damage to all. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
bloodhexed voratun pickaxe (dig speed 17 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Changes stats: +8 Str / +7 Wil Mental crit. chance: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
bright alchemist's lamp of healthInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +40.00 Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
scorching alchemist's lamp of clarityPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 13 fire Changes resistances: +6% fire Mental save: +7 (+3 eff.) Light radius: +3 See stealth: +8 See invisible: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
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, costing 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, costing 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, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
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, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
2 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. |
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. |
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, costing 182 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3)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 340.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 23 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), 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. |
Arcbreacher the steel torque of clear mind [power 2] (1/9 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +12% lightning / +12% fire Changes resistances penetration: +20% fire Changes damage: +15% lightning / +6% fire Talent granted: +3 Telekinetic Blast It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 9 turns. Torques are made by powerful psionics to store psionic powers. |
Isura the yew totem of cure ailments [power 2] (1/9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +5 Str / +2 Dex Changes resistances: +2% physical Changes resistances penetration: +20% physical Life regen: +1.00 It can be used to remove up to 2 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 5 stamina. Natural totems are made by powerful wilders to store nature power. |
Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+4 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 135.00 temporal and 135.00 darkness damage (based on Magic), costing 18 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
bright yew wand of clairvoyance [power 11] (1/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to reveal the area around you, dispelling darkness (radius 11, power 56 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 4 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
dragonbone wand of conjuration [power 457] (1/9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to fire a bolt of a random element with (base) damage 228 to 457, putting all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elven-wood wand of conjuration 'Eclipseburst' [power 391] (1/9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances: +15% mind Changes resistances penetration: +15% darkness Reduces incoming crit damage: 15.00% Mental save: +15 (+5 eff.) Disease immunity: +15% It can be used to fire a bolt of a random element with (base) damage 196 to 391, putting all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elven-wood wand of trap destruction 'Relgedas' [power 90] (1/14 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Damage when hit (Melee): 20 blight Changes resistances: +6% mind Maximum wards: +4 lightning / +4 temporal / +5 blight / +5 fire / +5 cold Changes resistances penetration: +20% mind Changes damage: +24% blight Talent granted: +1 Ward It can be used to disarm traps (90 bonus disarm power, based on Magic) along a range 3 line, putting all charms on cooldown for 14 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quick elm wand of clairvoyance [power 8] (1/5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you, dispelling darkness (radius 8, power 53 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 5 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
warded dragonbone wand of conjuration [power 439] (1/9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Maximum wards: +4 lightning / +3 temporal / +4 blight / +3 fire / +2 cold Talent granted: +1 Ward It can be used to fire a bolt of a random element with (base) damage 220 to 439, putting all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of firewall [power 145] (1/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to creates a wall of flames lasting 4 turns (dealing 145 fire damage overall), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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.
Your sacrifice worked. Your mental energies were imbued with farportal energies. The Way radiated from the High Peak toward the rest of Eyal like a mental tidal wave.
Every sentient being in Eyal is now part of the Way. Peace and happiness are enforced for all.
Only the mages of Angolwen were able to withstand the mental shock and thus are the only unsafe people left. But what can they do against the might of the Way?
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Gray Narrow the Yeek Archer level 32
54th Pyre 123rd year of Ascendancy at 00:28 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Gray Narrow the Yeek Archer level 23
3rd Allure 123rd year of Ascendancy at 00:24 see stats
A living one!
Was teleported into Caldizar's Fortress, far into the void between the stars.By Gray Narrow the Yeek Archer level 34
1st Mirth 123rd year of Ascendancy at 01:58 see stats
Against all odds
Killed Ukruk in the ambush.By Gray Narrow the Yeek Archer level 32
52nd Pyre 123rd year of Ascendancy at 04:38 see stats
Arachnophobia
Destroyed the spydric menace.By Gray Narrow the Yeek Archer level 41
46th Haze 123rd year of Ascendancy at 11:01 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Gray Narrow the Yeek Archer level 44
6th Allure 124th year of Ascendancy at 08:15 see stats
Brave new world
Went to the Far East and took part in the war.By Gray Narrow the Yeek Archer level 39
5th Haze 123rd year of Ascendancy at 00:52 see stats
Bringer of Doom
Killed a Bringer of Doom.By Gray Narrow the Yeek Archer level 30
40th Pyre 123rd year of Ascendancy at 02:36 see stats
Clone War
Destroyed your own Shade.By Gray Narrow the Yeek Archer level 48
32nd Regrowth 124th year of Ascendancy at 15:14 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Gray Narrow the Yeek Archer level 17
40th Haze 122nd year of Ascendancy at 04:20 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Gray Narrow the Yeek Archer level 34
62nd Pyre 123rd year of Ascendancy at 11:49 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Gray Narrow the Yeek Archer level 50
78th Regrowth 124th year of Ascendancy at 04:38 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Gray Narrow the Yeek Archer level 20
1st Decay 122nd year of Ascendancy at 07:34 see stats
Exterminator
Killed 1000 creatures.By Gray Narrow the Yeek Archer level 20
67th Haze 122nd year of Ascendancy at 15:27 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Gray Narrow the Yeek Archer level 34
78th Pyre 123rd year of Ascendancy at 21:41 see stats
Fear me not!
Survived the Fearscape!By Gray Narrow the Yeek Archer level 34
69th Pyre 123rd year of Ascendancy at 17:21 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Gray Narrow the Yeek Archer level 50
64th Pyre 124th year of Ascendancy at 06:31 see stats
Flooder
Defeated Ukllmswwik while doing his own quest.By Gray Narrow the Yeek Archer level 39
37th Haze 123rd year of Ascendancy at 03:00 see stats
Gem of the Moon
Completed the Master Jeweler quest with Limmir.By Gray Narrow the Yeek Archer level 41
73rd Haze 123rd year of Ascendancy at 22:11 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Gray Narrow the Yeek Archer level 23
3rd Allure 123rd year of Ascendancy at 01:45 see stats
Level 10
Got a character to level 10.By Gray Narrow the Yeek Archer level 10
1st Dusk 122nd year of Ascendancy at 01:14 see stats
Level 20
Got a character to level 20.By Gray Narrow the Yeek Archer level 20
67th Haze 122nd year of Ascendancy at 13:06 see stats
Level 30
Got a character to level 30.By Gray Narrow the Yeek Archer level 30
72nd Regrowth 123rd year of Ascendancy at 20:21 see stats
Level 40
Got a character to level 40.By Gray Narrow the Yeek Archer level 40
37th Haze 123rd year of Ascendancy at 03:00 see stats
Level 50
Got a character to level 50.By Gray Narrow the Yeek Archer level 50
40th Regrowth 124th year of Ascendancy at 13:33 see stats
Orcrist
Killed the leaders of the Orc Pride.By Gray Narrow the Yeek Archer level 50
78th Regrowth 124th year of Ascendancy at 20:34 see stats
Portal destroyer
Fought the two Sorcerers and closed one invocation portal.By Gray Narrow the Yeek Archer level 50
69th Pyre 124th year of Ascendancy at 15:25 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Gray Narrow the Yeek Archer level 47
19th Regrowth 124th year of Ascendancy at 05:17 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Gray Narrow the Yeek Archer level 14
30th Dusk 122nd year of Ascendancy at 10:25 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Gray Narrow the Yeek Archer level 25
10th Regrowth 123rd year of Ascendancy at 22:23 see stats
Size is everything
Did over 1500 damage in one attack.By Gray Narrow the Yeek Archer level 44
6th Regrowth 124th year of Ascendancy at 03:26 see stats
Size matters
Did over 600 damage in one attack.By Gray Narrow the Yeek Archer level 39
34th Haze 123rd year of Ascendancy at 03:17 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Gray Narrow the Yeek Archer level 38
1st Time of Equilibrium 123rd year of Ascendancy at 14:53 see stats
The Arena
Unlocked Arena mode.By Gray Narrow the Yeek Archer level 11
8th Dusk 122nd year of Ascendancy at 22:18 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Gray Narrow the Yeek Archer level 23
3rd Allure 123rd year of Ascendancy at 00:24 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Gray Narrow the Yeek Archer level 17
10th Haze 122nd year of Ascendancy at 15:55 see stats
The secret city
Discovered the truth about mages.By Gray Narrow the Yeek Archer level 10
6th Dusk 122nd year of Ascendancy at 21:19 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Gray Narrow the Yeek Archer level 42
5th Decay 123rd year of Ascendancy at 08:59 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Gray Narrow the Yeek Archer level 32
54th Pyre 123rd year of Ascendancy at 01:24 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Gray Narrow the Yeek Archer level 25
9th Regrowth 123rd year of Ascendancy at 12:47 see stats
Triumph of the Way
Won ToME by sacrificing yourself to forcefully spread the Way to every other sentient being on Eyal.By Gray Narrow the Yeek Archer level 50
69th Pyre 124th year of Ascendancy at 15:25 see stats
Unstoppable
Returned from the dead.By Gray Narrow the Yeek Archer level 50
69th Pyre 124th year of Ascendancy at 12:04 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Gray Narrow the Yeek Archer level 31
51st Pyre 123rd year of Ascendancy at 09:34 see stats
Log
Gray Narrow is free from the decrepitude disease.
Fire drake breathes fire!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
New Achievement: Portal destroyer!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
You feel a surge of power as a powerful creature falls nearby.
Gray Narrow is on fire!
Gray Narrow's Shoot hits Fire drake hatchling for 16 nature damage.
Gray Narrow's Shoot hits Argoniel for 97 nature, 27 fire, 4 nature, 9 nature (137 total damage).
Gray Narrow's Shoot hits Banshee for 11 nature damage.
Curse of Death from Argoniel hits Gray Narrow for 51 darkness damage.
Fire drake hits Argoniel for 151 fire damage.
Fire drake hits Gray Narrow for 219 fire damage.
Fire drake hits Banshee for 204 fire damage.
Gray Narrow's Shoot killed Banshee!
Gray Narrow's Shoot killed Argoniel!
Saving game...
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: Triumph of the Way!
Option unlocked: New Class: Adventurer
Saving done.
Gray Narrow deactivates Intuitive Shots.
Gray Narrow deactivates Trained Reactions.
Gray Narrow stops burning.
Gray Narrow deactivates Aim.
Gray Narrow deactivates Chant of Fortitude.
Gray Narrow is no longer cursed.






















































































































