










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Round'em Up And Then Drown'em 1.4.0Drowning gets you good items but walking the whole big towns searching for rares is tedious. It works by overloading the town file with changed npc generation boundaries. I'm a programming noob (or even less), so go easy on me. There should be no errors though, only changes are 4 number values for each town. PS. I can't help but feel there was a better way of doing this. Sorry this addon is so heavy. Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Items Vault 1.5.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.5.4Donators/Buyers bonus! Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Autotarget Toggle Keybind 1.3.0Adds a keybind to toggle the new auto-accept target option. Set to Alt+F1 by default Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Writhing One |
| Level / Exp | 50 / 1038% |
| Size | big |
| Lifes / Deaths | Killed by dredge at level 21 on the 34th Regrowth 123rd year of Ascendancy at 10:58 0 / 7Killed by war hound at level 22 on the 6th Pyre 123rd year of Ascendancy at 17:55 Killed by Nntynea's Inner Demon at level 28 on the 6th Dusk 123rd year of Ascendancy at 03:26 Killed by nightmare horror at level 42 on the 45th Regrowth 124th year of Ascendancy at 23:29 Killed by worm that walks at level 44 on the 56th Regrowth 124th year of Ascendancy at 16:18 Killed by ritch flamespitter at level 50 on the 33rd Pyre 124th year of Ascendancy at 16:50 Killed by Elandar at level 50 on the 34th Pyre 124th year of Ascendancy at 05:51 |
Primary Stats
| Strength | 111 (base 60) |
| Dexterity | 31 (base 17) |
| Constitution | 52 (base 23) |
| Magic | 99 (base 60) |
| Willpower | 37 (base 12) |
| Cunning | 87 (base 60) |
Resources
| Life | 1543/1543 |
| Insanity | 16/100 |
| Steam | 100/100 |
| Healing Factor | 1.2837837837839 |
| Regeneration | 8.2804054054062 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +32.44168646096% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 15 |
| See Stealth | 91.147563919971 |
| See Invisible | 81.147563919971 |
Offense: Mainhand
| Damage | 243 |
| Accuracy | 49 |
| Crit Chance | 62% |
| APR | 35 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 76 |
| Crit Chance | 43% |
| Speed | 1 |
Offense: Mind
| Mindpower | 48 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +21% |
| Lightning | +18% |
| Light | +32% |
| Darkness | +55% |
| Blight | +30% |
| Physical | +32% |
| Fire | +22% |
| All | +12% |
Offense: Damage Penetration
| Nature | +39% |
| Mind | +39% |
| All | +24% |
Defense: Base
| Armour (hardiness) | 58.5 (95%) |
| Defense | 34 |
| Ranged Defense | 39 |
| Fatigue | 24 |
| Physical Save | 55 |
| Spell Save | 43 |
| Mental Save | 41 |
Defense: Resistances
| Blight | + 67%( 70%) |
| Arcane | + 52%( 70%) |
| Mind | + 54%( 70%) |
| All | + 49%( 70%) |
| Lightning | + 70%( 70%) |
| Darkness | + 66%( 70%) |
| Physical | + 54%( 70%) |
| Cold | + 54%( 70%) |
| Fire | + 54%( 70%) |
| Nature | + 58%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 55% |
| Teleport Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 75% |
| Bleed Resistance | 20% |
| Pinning Resistance | 25% |
| Disarm Resistance | 90% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 28% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 172% efficiency and cooldown mod of 55%. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 723 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 924% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 168% efficiency and cooldown mod of 57%. Its effects scale with your Willpower stat. |
Class Talents
| Demented / Tentacles | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 4/5 |
| Demented / Path of horror | 1.30 |
| 3/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| Demented / Disfigured face | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Demented / Friend of the worm | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 2/5 |
| Demented / Horrific body | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Controlled horrors | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Slow death | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Chant of Fortress |
| talent | Chaos Orbs |
| beneficial effect | Linked to their horror ally gaining 27% all damage resistance. Shared Insanity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You 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 Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Magic by +2. | done |
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 Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the lost warrior from death by Nntynea. Escort: lost warrior (level 7 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Dreadfell. Escort: temporal explorer (level 2 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You abandoned lost sun paladin to death. Escort: weary adventurer (level 8 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 55. | 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, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. 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 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. | 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 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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of dwarven-steel boots 'Xytira' (9 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +9 (+5 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +3% Changes resistances: +10% fire / +10% cold Physical save: +15 (+5 eff.) Mental save: +12 (+4 eff.) Cut immunity: +20% Silence immunity: +25% Disarm immunity: +10% Confusion immunity: +15% Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | dwarven lantern 'Curestreaker' Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 mind / 4 arcane Changes stats: +7 Wil / +11 Cun / +6 Con Changes resistances: +15% blight / +5% arcane / +6% nature / +9% mind Changes resistances penetration: +15% mind / +14% all Changes damage: +20% light Critical mult.: +19.00% Life regen: +6.20 Light radius: +1 Infravision radius: +9 See stealth: +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Dragon-helm of Kroltar (5 def, 9 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 1) Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Armour: +9 Defense: +5 (+3 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Wil / +5 Con / -4 Lck Changes damage: +10% physical / +10% fire Talent mastery: +0.20 Wild-gift / Fire drake aspect Silence immunity: +50% It can be used to activate talent Bellowing Roar (costing 25 power out of 45/45) : Effective talent level: 3.6 Power cost: 25 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 5. The sound wave is so strong, your foes also take 210.93 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
| Tool | It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects, costing 6 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
| On fingers | BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
| On fingers | painweaver's voratun ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 14 bleed Effects on ranged hit: * 11% chance to cause random gloom Damage (Ranged): 12 bleed Changes stats: +5 Cun Changes damage: +5% all Hate when firing a critical mind attack: +2.00 Maximum hate: +13.00 Spellpower: +20 (+5 eff.) Mindpower: +6 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
| Around waist | hardened leather belt 'Elenilerin' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Changes resistances: +12% nature / +9% blight Spell save: +22 (+7 eff.) Blindness immunity: +15% Confusion immunity: +30% Stun/Freeze immunity: +30% Size category: +1 A belt that goes around your waist. |
| In main hand | The Black Spike (48-67.2 power, 20 apr) Requires: - Strength 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * splashes acid on your target dealing 54 damage and reducing their armor Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes resistances penetration: +10% all Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour) Requires: - Talent 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 Talent granted: +3 Iron Grip Critical mult.: +50.00% Disarm immunity: +80% Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Greater Weapon Focus (10% chance level 1). When this weapon hits: Displacement Shield (10% 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. |
| Main armor | fortifying voratun mail armour of thunder (5 def, 20 armour) Requires: - Strength 48 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Physical power: +17 (+3 eff.) Armour: +20 Defense: +5 (+3 eff.) Fatigue: +16% Changes stats: +11 Str / +6 Mag / +8 Wil / +5 Con Changes resistances: +15% lightning Reduces incoming crit damage: 35.00% Maximum life: +56.00 Spellpower: +17 (+4 eff.) Spell crit. chance: +7% Mindpower: +20 (+7 eff.) Mental crit. chance: +7% A suit of armour made of mail. |
| Cloak | elven-silk cloak 'Earthsage' (3 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +5 Str / +5 Con Changes resistances: +30% lightning Changes resistances penetration: +15% nature Changes damage: +9% nature / +6% lightning Physical save: +9 (+3 eff.) Stun/Freeze immunity: +50% Maximum life: +94.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +10 (+2 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
This item will automatically be transmogrified when you leave the level.heroism infusion (+7 for 12 turns, die at -641) 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: 25 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 7 for 12 turns. While Heroism is active, you will only die when reaching -641 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. 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. |
Elixir of InvulnerabilityInfused by nature 2.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
This item will automatically be transmogrified when you leave the level.heat beam rune (211 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: 8 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 211.06 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. |
This item will automatically be transmogrified when you leave the level.shielding rune (absorb 348 for 8 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 348 damage for 8 turns. 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. |
This item will automatically be transmogrified when you leave the level.teleportation rune (range 69) 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: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 69 with a minimum range of 15. 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. |
This item will automatically be transmogrified when you leave the level.teleportation rune (range 98) 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: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 98 with a minimum range of 15. 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. |
This item will automatically be transmogrified when you leave the level.teleportation rune (range 58) 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: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 58 with a minimum range of 15. 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. |
This item will automatically be transmogrified when you leave the level.schematic: Frost Salve Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level.schematic: Kinetic Stabiliser Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level.schematic: Solid Shell Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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. |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
This item will automatically be transmogrified when you leave the level.cleansing voratun amulet of murder Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +20 Changes resistances: +28% nature / +24% blight Critical mult.: +17.00% Poison immunity: +43% Disease immunity: +40% Amulets can have magical properties. |
warrior's stralite amulet of constitution (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Con Changes resistances: +9% physical Stamina each turn: +0.60 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 6 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. |
This item will automatically be transmogrified when you leave the level.painweaver's voratun ring of clarity Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+2 eff.) Changes damage: +7% all Mental save: +12 (+4 eff.) Confusion immunity: +35% Spellpower: +18 (+4 eff.) Mindpower: +14 (+5 eff.) Rings can have magical properties. |
titan's steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+1 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.voratun ring of blinding strikes Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 24% chance to blind Damage (Melee): 50 light Effects on ranged hit: * 28% chance to blind Damage (Ranged): 41 light Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.inquisitor's voratun greatmaul (62-93 power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 62.0 - 93.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 35 arcane resource burn On weapon crit: * burns latent spell energy Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.thaloren dragonbone longbow of recursion Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Changes damage: +30% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Longbows are used to shoot arrows at your foes. |
Twilight's Edge (47-65.8 power, 7 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * release a burst of light and dark damage (scales with Magic) When wielded/worn: Changes stats: +4 Str / +4 Mag / +4 Cun Changes damage: +18% darkness / +18% light Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Light radius: +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
This item will automatically be transmogrified when you leave the level.manaburning voratun longsword of persecution (43-60.2 power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20 arcane resource burn Damage against: +17% Unnatural When wielded/worn: Changes stats: +6 Wil Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.truestriking voratun longsword of erosion (40.5-56.7 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 40.5 - 56.7 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +18 nature / +17 temporal When wielded/worn: Accuracy: +13 (+5 eff.) Armour penetration: +12 Changes resistances penetration: +11% physical Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.truestriking voratun longsword of ruin (44.5-62.3 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 44.5 - 62.3 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +13 (+5 eff.) Armour penetration: +25 Physical crit. chance: +12.0% Changes resistances penetration: +14% physical Critical mult.: +14.00% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.truestriking voratun mace of phasing (45.5-63.7 power, 18 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 45.5 - 63.7 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage Shield penetration (this weapon only): +44% When wielded/worn: Accuracy: +11 (+4 eff.) Armour penetration: +14 Changes resistances penetration: +12% physical Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.mitotic living mindstar of frost (15-16.5 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural frost should be returned to the wyrm. Base power: 15.0 - 16.5 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +16.0% Attack speed: 100% On weapon hit: * Slows global speed by 14% * 20% chance to corrode armour by 30% When wielded/worn: Armour: +9 Damage when hit (Melee): 13 ice Changes resistances: +15% cold Changes resistances penetration: +16% cold Changes damage: +15% cold Mindpower: +10 (+4 eff.) Mental crit. chance: +5% It can be used to divide the mindstar in two, putting all charms on cooldown for 1 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 180% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+10 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 111 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." |
This item will automatically be transmogrified when you leave the level.magewarrior's short dragonbone vilestaff of channeling (30-36 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+3 eff.) Physical crit. chance: +9.0% Physical power: +13 (+2 eff.) Changes damage: +30% fire Talent granted: +1 Command Staff Critical mult.: +10.00% Mana each turn: +0.22 Spellpower: +37 (+8 eff.) Spell crit. chance: +8% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 17 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.quick voratun waraxe of torment (38-53.2 power, 6 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 38.0 - 53.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 111% On weapon hit: * 20% chance to torment the target When wielded/worn: Accuracy: +7 (+3 eff.) Changes stats: +3 Dex Changes resistances penetration: +13% mind / +15% darkness One-handed war axes. |
balancing drakeskin leather belt of valianceCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +11.0% Changes stats: +4 Dex / +3 Wil / +5 Cun Mental save: +10 (+3 eff.) Maximum life: +64.00 Mental crit. chance: +12% A belt that goes around your waist. |
linen cloak of Iron Throne (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +2 Con 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 Angolwen (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 (+3 eff.) Changes stats: +10 Mag / +13 Wil Silence immunity: +31% Mana each turn: +0.32 Psi each turn: +0.15 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +14 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.tormentor's elven-silk robe of Angolwen (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 (+3 eff.) Changes stats: +6 Mag / +5 Wil / +4 Cun Critical mult.: +17.00% Silence immunity: +39% Spellpower on spell critical (stacks up to 3 times): +6 Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +4.00 Spellpower: +18 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.verdant elven-silk robe of frost (+25%) (5 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +6 Con Changes resistances: +25% cold Changes damage: +11% nature / +17% cold Poison immunity: +45% Disease immunity: +36% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Abyssquarry (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -9% Changes stats: +6 Cun / +3 Con Changes resistances: +9% fire Changes resistances penetration: +10% fire Changes damage: +6% fire Physical save: +15 (+5 eff.) Mental save: +13 (+4 eff.) Pinning immunity: +0% Knockback immunity: +0% Teleport immunity: +0% Infravision radius: +3 See invisible: +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.dreamer's pair of voratun boots of uncanny dodging (7 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +7 (+4 eff.) Ranged Defense: +7 (+2 eff.) Fatigue: +4% Physical save: +11 (+3 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.grounding pair of voratun boots of evasion (23 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +23 (+10 eff.) Fatigue: +4% Changes resistances: +6% lightning / +15% temporal Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 24% chance to evade melee and ranged attacks and 11 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.insulating 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: +6 (+1 eff.) Armour: +5 Fatigue: +5% Changes resistances: +13% fire / +12% cold Changes resistances penetration: +9% physical A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.undeterred pair of drakeskin leather boots (0 def, 5 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Silence immunity: +45% Confusion immunity: +46% Stun/Freeze immunity: +33% A pair of boots made of leather. |
Ivyldathra (9 def, 7 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +4 (+0 eff.) Armour: +7 Defense: +9 (+5 eff.) Ranged Defense: +9 (+3 eff.) Damage (Melee): 6 darkness Changes stats: +5 Con / +4 Mag Changes resistances: +6% darkness Changes damage: +4% darkness When used to modify unarmed attacks: Base power: 8.0 - 8.8 Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 6% chance to inflict 15% damage reduction Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Steam Powered Gauntlets (0 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% Gauntlets. But with steam power! |
This item will automatically be transmogrified when you leave the level.brawler's voratun gauntlets of archery (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +13 Armour: +3 Changes stats: +4 Str / +12 Dex / +11 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +11 (+3 eff.) When used to modify unarmed attacks: Base power: 29.0 - 40.6 Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +20 Armour Penetration: +23 Crit. chance: +22.0% Attack speed: 83% When this weapon hits: Set Up (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.radiant voratun gauntlets of the juggernaut (0 def, 3 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 15 light Changes stats: +6 Con Changes resistances: +13% light Changes damage: +8% light Physical save: +24 (+7 eff.) Spell save: +8 (+3 eff.) Mental save: +9 (+3 eff.) Disarm immunity: +50% When used to modify unarmed attacks: Base power: 30.0 - 42.0 Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Juggernaut (10% chance level 1). On weapon hit: * 12% chance to blind Damage (Melee): +29 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 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 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Zanundil the Splendourjam (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +2 Wil Changes resistances: +18% light / +25% cold Changes resistances penetration: +20% mind Allows you to breathe in: water Critical mult.: +15.00% Mental save: +30 (+10 eff.) Silence immunity: +0% Mindpower: +4 (+2 eff.) Mental crit. chance: +2% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.dragonslayer's drakeskin leather cap of might (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +4 Str / +3 Con Changes resistances: +11% acid / +13% fire / +11% lightning / +12% cold A cap made of leather. |
This item will automatically be transmogrified when you leave the level.elven-silk wizard hat 'Flowercrypt' (3 def, 0 armour) Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Damage when hit (Melee): 8 nature Changes stats: +7 Wil Changes resistances: +9% lightning / +10% temporal / +6% blight Changes damage: +6% blight / +15% nature Physical save: +11 (+3 eff.) Psi each turn: +0.25 Mindpower: +4 (+2 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.miner's voratun helm of trickery (0 def, 10 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +10 Fatigue: +5% Changes stats: +4 Cun / +4 Dex Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.prismatic voratun helm of trickery (0 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +6 Armour: +5 Fatigue: +5% Changes stats: +4 Cun / +4 Dex Changes resistances: +17% light / +17% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Eclipseripper of the Blightspawn (3 def, 8 armour)Requires: - Strength 28 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +16% Effects when hit in melee: * 27% chance to disease * 28% chance to inflict 15% damage reduction Damage when hit (Melee): 8 lightning / 29 physical Changes resistances: +29% lightning Changes resistances penetration: +25% lightning / +10% darkness Changes damage: +6% lightning Reduces incoming crit damage: 0.00% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.hardened voratun mail armour of natural resilience (5 def, 18 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +18 Defense: +5 (+3 eff.) Fatigue: +16% Changes resistances: +11% acid / +9% physical / +11% lightning / +15% blight / +10% fire / +15% nature / +11% cold Reduced damage from: +14% Unnatural A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.duelist's drakeskin leather armour of Toknor (13 def, 15 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Armour: +15 Defense: +13 (+6 eff.) Fatigue: +8% Changes stats: +8 Cun / +5 Dex Critical mult.: +17.00% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.rejuvenating drakeskin leather armour of alacrity (5 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+3 eff.) Fatigue: +8% Life regen: +6.30 Stamina each turn: +1.90 Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
Scabzephyr, (24 def, 26 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Defense: +24 (+10 eff.) Fatigue: +37% Effects on melee hit: * Slows global speed by 35% Changes stats: +2 Mag / +6 Cun / +14 Con Changes resistances: +28% lightning / +15% darkness / +15% fire / +10% arcane / -18% light Changes resistances penetration: +10% nature Changes damage: +3% nature Reduces incoming crit damage: 0.00% Physical save: +10 (+3 eff.) Spell save: +35 (+12 eff.) Mental save: +35 (+12 eff.) Light radius: +3 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.searing voratun plate armour of command (21 def, 24 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +24 Defense: +21 (+9 eff.) Fatigue: +26% Damage (Melee): 18 acid / 23 fire Damage when hit (Melee): 14 acid / 10 fire Changes stats: +6 Cun Changes resistances: +28% acid / +24% fire Mental save: +19 (+6 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.voratun plate armour of implacability (9 def, 25 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +25 Defense: +9 (+5 eff.) Fatigue: +18% Physical save: +12 (+4 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.deflecting voratun shield of purity (18 def, 3 armour, 203 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +18 (+8 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Changes resistances: +17% nature / +17% blight Talent granted: +5 Block Deflect projectiles away: +8% Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.wintry voratun shield of crushing (12 def, 3 armour, 199 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+1 eff.) Armour: +3 Defense: +12 (+6 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Damage when hit (Melee): 15 ice Changes stats: +4 Wil Changes resistances: +15% cold Talent granted: +5 Block Handheld deflection devices. |
394 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. |
2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) 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 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
5 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 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. |
4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
DĂșathedlen HeartPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+1 eff.) Changes resistances: +30% light Changes resistances cap: +10% light Talent mastery: +0.10 Cunning / Stealth Light radius: -1000 Infravision radius: +6 It can be used to activate talent Blood Grasp (costing 6 power out of 15/15) : Effective talent level: 3.0 Power cost: 6 out of 15/15. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 289.39 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
MurksparCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Dex / +3 Cun / +1 Con Changes damage: +6% nature Light radius: +8 Infravision radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
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. |
39 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
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. |
3 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. |
6 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. |
5 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 17 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 112 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 (5/5)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 721.16 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 14 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
amazing fiery salve [power 37] amazing fiery salve [power 37]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 172% efficiency and 55% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (37% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 14 turns. Medical salve. |
amazing frost salve [power 37] amazing frost salve [power 37]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 172% efficiency and 55% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (37% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 14 turns. Medical salve. |
amazing healing salve [power 527] amazing healing salve [power 527]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 172% efficiency and 55% cooldown modifier. It can be used to heal 527, putting Talent Medical Injector on cooldown for 9 turns. Medical salve. |
amazing water salve [power 37] amazing water salve [power 37]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 172% efficiency and 55% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (37% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 14 turns. Medical salve. |
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. |
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. |
7 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. |
7 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 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. |
5 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Nntynea the Cornac Writhing One level 32
9th Haze 123rd year of Ascendancy at 18:20 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Nntynea the Cornac Writhing One level 42
47th Regrowth 124th year of Ascendancy at 05:49 see stats
Against all odds
Killed Ukruk in the ambush.By Nntynea the Cornac Writhing One level 31
8th Haze 123rd year of Ascendancy at 04:46 see stats
Arachnophobia
Destroyed the spydric menace.By Nntynea the Cornac Writhing One level 35
21st Haze 123rd year of Ascendancy at 13:23 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Nntynea the Cornac Writhing One level 41
39th Regrowth 124th year of Ascendancy at 04:01 see stats
Brave new world
Went to the Far East and took part in the war.By Nntynea the Cornac Writhing One level 34
19th Haze 123rd year of Ascendancy at 14:08 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Nntynea the Cornac Writhing One level 9
2nd Summertide 122nd year of Ascendancy at 16:04 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Nntynea the Cornac Writhing One level 33
16th Haze 123rd year of Ascendancy at 14:49 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Nntynea the Cornac Writhing One level 49
3rd Pyre 124th year of Ascendancy at 10:15 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Nntynea the Cornac Writhing One level 46
72nd Regrowth 124th year of Ascendancy at 07:58 see stats
Evil denied
Won ToME by preventing the Void portal from opening.By Nntynea the Cornac Writhing One level 50
34th Pyre 124th year of Ascendancy at 11:01 see stats
Exterminator
Killed 1000 creatures.By Nntynea the Cornac Writhing One level 18
52nd Haze 122nd year of Ascendancy at 21:00 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Nntynea the Cornac Writhing One level 29
55th Dusk 123rd year of Ascendancy at 03:26 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Nntynea the Cornac Writhing One level 49
3rd Pyre 124th year of Ascendancy at 05:53 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Nntynea the Cornac Writhing One level 23
6th Pyre 123rd year of Ascendancy at 22:38 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By Nntynea the Cornac Writhing One level 30
64th Dusk 123rd year of Ascendancy at 02:19 see stats
Level 10
Got a character to level 10.By Nntynea the Cornac Writhing One level 10
10th Dusk 122nd year of Ascendancy at 23:45 see stats
Level 20
Got a character to level 20.By Nntynea the Cornac Writhing One level 20
8th Regrowth 123rd year of Ascendancy at 05:15 see stats
Level 30
Got a character to level 30.By Nntynea the Cornac Writhing One level 30
55th Dusk 123rd year of Ascendancy at 07:47 see stats
Level 40
Got a character to level 40.By Nntynea the Cornac Writhing One level 40
30th Regrowth 124th year of Ascendancy at 03:26 see stats
Level 50
Got a character to level 50.By Nntynea the Cornac Writhing One level 50
20th Pyre 124th year of Ascendancy at 11:43 see stats
Orcrist
Killed the leaders of the Orc Pride.By Nntynea the Cornac Writhing One level 49
2nd Pyre 124th year of Ascendancy at 08:42 see stats
Portal destroyer
Fought the two Sorcerers and closed one invocation portal.By Nntynea the Cornac Writhing One level 50
34th Pyre 124th year of Ascendancy at 11:01 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Nntynea the Cornac Writhing One level 46
63rd Regrowth 124th year of Ascendancy at 12:55 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Nntynea the Cornac Writhing One level 18
9th Allure 123rd year of Ascendancy at 00:27 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Nntynea the Cornac Writhing One level 26
57th Pyre 123rd year of Ascendancy at 08:19 see stats
Size is everything
Did over 1500 damage in one attack.By Nntynea the Cornac Writhing One level 35
25th Haze 123rd year of Ascendancy at 12:05 see stats
Size matters
Did over 600 damage in one attack.By Nntynea the Cornac Writhing One level 27
4th Mirth 123rd year of Ascendancy at 07:21 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Nntynea the Cornac Writhing One level 33
16th Haze 123rd year of Ascendancy at 16:05 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Nntynea the Cornac Writhing One level 49
2nd Pyre 124th year of Ascendancy at 10:15 see stats
The secret city
Discovered the truth about mages.By Nntynea the Cornac Writhing One level 9
5th Dusk 122nd year of Ascendancy at 05:34 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Nntynea the Cornac Writhing One level 36
45th Haze 123rd year of Ascendancy at 04:20 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Nntynea the Cornac Writhing One level 30
64th Dusk 123rd year of Ascendancy at 02:19 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Nntynea the Cornac Writhing One level 20
8th Regrowth 123rd year of Ascendancy at 18:41 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Nntynea the Cornac Writhing One level 30
7th Haze 123rd year of Ascendancy at 18:39 see stats
Log
Nntynea deactivates Chaos Orbs.
Nntynea deactivates Chant of Fortress.
Worm that walks (servant of Nntynea) deactivates Infestation.
Worm that walks (servant of Nntynea) deactivates Worm that Walks Link.









































































































































