Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Ashes of Urh'Rok 1.2.4Official 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:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Items Vault 1.3.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Adventurer |
| Level / Exp | 200 / 23939% |
| Size | gargantuan |
| Lifes / Deaths | Killed by Duggalco the human at level 98 on the 68th Dusk 122nd year of Ascendancy at 15:20 0 / 7Killed by Meteoric Uniques at level 195 on the 32nd Regrowth 123rd year of Ascendancy at 18:20 Killed by Meteoric Uniques at level 200 on the 33rd Regrowth 123rd year of Ascendancy at 16:31 Killed by Meteoric Uniques at level 200 on the 34th Regrowth 123rd year of Ascendancy at 09:40 Killed by Meteoric Uniques at level 200 on the 47th Pyre 123rd year of Ascendancy at 06:43 Killed by Vorinn the ritch hunter at level 200 on the 49th Pyre 123rd year of Ascendancy at 04:25 Killed by Emovena the orc summoner at level 200 on the 65th Pyre 123rd year of Ascendancy at 09:00 |
Primary Stats
| Strength | 338 (base 100) |
| Dexterity | 242 (base 99) |
| Constitution | 358 (base 74) |
| Magic | 345 (base 100) |
| Willpower | 398 (base 100) |
| Cunning | 392 (base 100) |
Resources
| Mana | 3961/3961 |
| Psi | 538/538 |
| Vim | 1024/1024 |
| Life | 12129/12129 |
| Stamina | 1817/1817 |
| Equilibrium | 2945 |
| Healing Factor | 2.5 |
| Regeneration | 56.375 |
Speed
| Mental | +20% |
| Attack | 0% |
| Movement | +144.27158060095% |
| Spell | 0% |
| Global | +238.90859800565% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 46 |
| See Stealth | 24 |
| See Invisible | 74 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Barehand
| Damage | 526 |
| Accuracy | 186 |
| Crit Chance | 473% |
| APR | 313 |
| Speed | 0.50 |
Offense: Spell
| Spellpower | 200.85206294861 |
| Crit Chance | 100% |
| Speed | 1 |
| Cooldown Reduction | 50 |
Offense: Mind
| Mindpower | 152.8 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Damage Bonus
| All | +39% |
Offense: Damage Penetration
| All | +11% |
Defense: Base
| Armour (hardiness) | 137.2261947461 (30%) |
| Defense | 104.43333333333 |
| Ranged Defense | 110.76666666667 |
| Fatigue | 0 |
| Physical Save | 168.03703374289 |
| Spell Save | 161.08703374289 |
| Mental Save | 155.63125 |
Defense: Resistances
| All | + 38%( 75%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 0% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 100% |
| Bleed Resistance | 20% |
| Disarm Resistance | 100% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 64 for 13 turns. While Heroism is active, you will only die when reaching -2349 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1636 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 69% for 8 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1658% 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 Constitution stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 16/5 |
| 7/5 |
| Technique / Bloodthirst | 1.28 |
| 1/5 |
| 1/5 |
| 3/5 |
| 17/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 20/5 |
| Technique / Pugilism | 1.00 |
| 1/5 |
| 3/5 |
| 4/5 |
| 4/5 |
| Technique / Magical combat | 1.00 |
| 18/5 |
| 19/5 |
| 2/5 |
| 5/5 |
| Corruption / Fearfire | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 15/5 |
| Technique / Battle tactics | 1.00 |
| 18/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Radiance | 1.00 |
| 6/5 |
| 20/5 |
| 0/5 |
| 0/5 |
| Spell / Stone | 1.00 |
| 20/5 |
| 1/5 |
| 1/5 |
| 20/5 |
| Cunning / Lethality | 1.00 |
| 20/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Generic Talents
| Technique / Unarmed training | 1.00 |
| 20/5 |
| 20/5 |
| 9/5 |
| 6/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 20/5 |
| 1/5 |
| 12/5 |
| Technique / Combat training | 1.00 |
| 13/5 |
| 3/5 |
| 13/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 7/5 |
| 3/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.00 |
| 6/5 |
| 20/5 |
| 1/5 |
| 3/5 |
| Technique / Thuggery | 1.00 |
| 1/5 |
| 3/5 |
| 20/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 6/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Arcane Feed |
| talent | Arcane Combat |
| talent | Chant of Fortitude |
| talent | Striking Stance |
| talent | Crystalline Focus |
| talent | Skate |
| talent | Essence of Speed |
| talent | Stone Skin |
| talent | Elemental Harmony |
| talent | Beyond the Flesh |
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. | 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 again | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You failed to protect the lone alchemist from death by fire drake. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)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 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 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Xanelle the ghoulking. Escort: worried loremaster (level 2 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 5 of Dreadfell. Escort: worried loremaster (level 5 of Dreadfell)As a reward you improved Cunning 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 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 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. * The fortress shadow has asked that you come back as soon as possible. * 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: 7115. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed vampire lord fang. * You've found the needed giant spider spinneret. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed vial of greater demon bile. * You've found the needed naga tongue. | active |
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 |
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 within | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Eilinusenn the Fograven (162% power, 6 apr, physical element) Eilinusenn the Fograven (162% power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Power: 163% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 60% chance to inflict damage reduction Damage (Melee): +16 blight / +12 darkness Burst (radius 2) on crit: +8 mind When wielded/worn: Accuracy: +53 (+5 eff.) Physical crit. chance: +84.0% Physical power: +57 (+5 eff.) Damage (Melee): 45 arcane / 35 fire Damage when hit (Melee): 8 blight Changes stats: +19 Mag / +6 Wil / +20 Cun / +34 Con Changes resistances: +3% blight / +15% temporal / +15% darkness / +6% mind Changes resistances penetration: +26% physical / +26% light / +26% blight / +26% temporal / +26% darkness Changes damage: +39% physical / +51% light / +3% blight / +45% darkness / +39% temporal Talent granted: +1 Command Staff Critical mult.: +190.00% Life regen: +4.00 Mana each turn: +1.20 Equilibrium when hit: +0.08 Vim when firing critical spell: +16.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +283.00 Maximum hate: +4.00 Maximum vim: +88.00 Maximum neg.energy: +93.00 Spellpower: +130 (+12 eff.) Spell crit. chance: +18% Mental crit. chance: +1% See invisible: +20 Healing mod.: +54% Defense after a teleport: +35 Resist all after a teleport: +25% New effects duration reduction after a teleport: +40% Reduces paradox anomalies(equivalent to willpower): +11 It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
| Light source | Kuromidas the Voidpain Kuromidas the VoidpainPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +17 Physical crit. chance: +15.0% Physical power: +24 (+2 eff.) Defense: +11 (+2 eff.) Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 22 fire Changes stats: +3 Dex / +18 Wil / +16 Cun / +10 Con Changes resistances: +8% temporal / +11% light / +1% physical / +33% blight / +8% fire / +8% cold / +11% darkness Changes resistances penetration: +10% physical / +15% darkness / +11% all Changes damage: +11% darkness / +12% physical Damage affinity(heal): +5% darkness Critical mult.: +55.00% Physical save: +27 (+3 eff.) Spell save: +16 (+2 eff.) Mental save: +25 (+3 eff.) Life regen: +8.80 Maximum life: +192.00 Spellpower: +5 (+0 eff.) Spell crit. chance: +5% Mindpower: +9 (+1 eff.) Mental crit. chance: +9% Light radius: +1 Infravision radius: +21 See invisible: +11 Healing mod.: +57% Defense after a teleport: +16 Resist all after a teleport: +14% New effects duration reduction after a teleport: +19% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 115 blight damage or heals 117 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Morbusparry the elven-silk wizard hat (3 def, 12 armour) Morbusparry the elven-silk wizard hat (3 def, 12 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Physical power: +4 (+0 eff.) Armour: +12 Defense: +3 (+0 eff.) Fatigue: -6% Damage when hit (Melee): 8 acid Changes stats: +4 Str / +31 Mag / +70 Wil / +57 Cun / +22 Con Changes resistances: +6% nature / +20% physical / +35% mind / +18% darkness Changes resistances penetration: +5% nature Changes damage: +12% acid / +9% temporal / +15% light / +32% physical / +40% mind / +32% arcane / +35% darkness Critical mult.: +10.00% Maximum encumbrance: +20 Physical save: +26 (+3 eff.) Mental save: +103 (+12 eff.) Confusion immunity: -40% Fear immunity: -40% Mana each turn: +3.00 Psi each turn: +0.80 Mana when hit: +3.00 Maximum mana: +203.00 Maximum hate: +15.00 Maximum psi: +40.00 Spellpower: +26 (+2 eff.) Mindpower: +48 (+6 eff.) Mental crit. chance: +38% Healing mod.: +10% Heals friendly targets nearby when you use a nature summon: +20 It can be used to activate talent Stone Wall, placing all other charms into a 80 cooldown : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 15 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 1409.37 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
| Tool | Gyldath the Glimmerpython (dig speed 1 turns) Gyldath the Glimmerpython (dig speed 1 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +19 Physical crit. chance: +59.0% Physical power: +20 (+2 eff.) Armour: +5 Defense: +8 (+1 eff.) Fatigue: -20% Damage when hit (Melee): 24 light / 12 physical Changes stats: +53 Str / +38 Wil / +4 Cun Changes resistances: +10% fire / +9% darkness / +10% physical Critical mult.: +38.00% Maximum life: +74.00 Maximum stamina: +56.00 Maximum vim: +40.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Lowers spell cool-downs by: 40% Mental crit. chance: +52% Infravision radius: +3 See invisible: +9 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | voratun ring 'Tempestreeve' voratun ring 'Tempestreeve'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +98 (+10 eff.) Armour penetration: +48 Physical power: +63 (+6 eff.) Defense: +66 (+11 eff.) Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 23 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 23 bleed Damage when hit (Melee): 8 darkness / 35 lightning Changes stats: +30 Str / +20 Dex / +2 Mag / +4 Wil / +21 Cun / +48 Con Changes resistances: +30% nature / +29% blight Changes damage: +6% blight / +12% lightning / +12% darkness / +8% all Physical save: +20 (+2 eff.) Spell save: +17 (+2 eff.) Blindness immunity: +48% Poison immunity: +53% Disease immunity: +59% Disarm immunity: +85% Pinning immunity: +93% Knockback immunity: +96% Life regen: +2.00 Hate when firing a critical mind attack: +3.00 Maximum life: +163.00 Maximum stamina: +38.00 Maximum hate: +14.00 Spellpower: +20 (+2 eff.) Mindpower: +20 (+2 eff.) Infravision radius: +8 See stealth: +24 See invisible: +31 Movement speed: +23% Healing mod.: +30% Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
| On fingers | voratun ring 'Hurileg' voratun ring 'Hurileg'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +94 (+9 eff.) Armour penetration: +33 Physical power: +38 (+3 eff.) Armour: +20 Defense: +44 (+7 eff.) Fatigue: -4% Effects on melee hit: * 19% chance to cause random gloom Damage (Melee): 20 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 14 bleed Damage when hit (Melee): 4 mind Changes stats: +10 Str / +28 Dex / +16 Mag / +24 Wil / +55 Cun / +8 Con Changes resistances: +32% darkness / +45% blight / +38% fire / +42% nature / +36% light Changes damage: +18% light / +16% darkness / +19% fire / +12% mind / +8% all Critical mult.: +15.00% Maximum encumbrance: +20 Spell save: +36 (+4 eff.) Poison immunity: +85% Disease immunity: +90% Disarm immunity: +50% Pinning immunity: +50% Knockback immunity: +41% Psi when hit: +0.12 Hate when firing a critical mind attack: +6.00 Only die when reaching: -60.00 life Maximum life: +50.00 Maximum stamina: +40.00 Maximum hate: +13.00 Spellpower: +47 (+4 eff.) Mindpower: +58 (+7 eff.) Mental crit. chance: +2% Movement speed: +25% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. |
| Around waist | Filthviper the hardened leather belt Filthviper the hardened leather beltPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +24 (+2 eff.) Armour: +11 Defense: +11 (+2 eff.) Fatigue: -8% Damage when hit (Melee): 12 arcane / 16 nature Changes stats: +10 Dex / +7 Mag / +4 Wil / +10 Cun / +4 Con / +16 Lck Changes resistances: +11% lightning / +11% temporal Changes resistances penetration: +53% physical Changes damage: +3% arcane / +68% physical Reduced damage from: +90% Summoned Trap disarming bonus: +37 Stealth bonus: +22 Maximum encumbrance: +44 Physical save: +28 (+3 eff.) Spell save: +58 (+6 eff.) Mental save: +33 (+4 eff.) Life regen: +2.40 Mana each turn: +0.40 Maximum life: +81.00 Maximum mana: +44.00 Spellpower: +24 (+2 eff.) Spell crit. chance: +5% Mindpower: +16 (+2 eff.) Infravision radius: +10 Healing mod.: +22% Size category: +3 A belt that goes around your waist. |
| Main armor | elven-silk robe 'Splendourraptor' (5 def, 0 armour) elven-silk robe 'Splendourraptor' (5 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +8 Str / +3 Dex / +66 Mag / +35 Wil / +16 Cun / +3 Con Changes resistances: +50% acid / +38% physical / +17% fire / +14% lightning / +35% cold Changes resistances penetration: +15% light / +57% temporal / +20% darkness / +79% physical Changes damage: +17% lightning / +75% temporal / +20% light / +15% fire / +16% all / +35% acid / +137% physical / +28% cold / +9% mind / +33% darkness Grants telepathy: Dragon Talent cooldown: Refit Golem (-6 turns) Critical mult.: +19.00% Spell save: +49 (+5 eff.) Mental save: +79 (+9 eff.) Silence immunity: +184% Mana each turn: +0.36 Spellpower on spell critical (stacks up to 3 times): +26 Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Maximum mana: +99.00 Maximum hate: +15.00 Maximum psi: +20.00 Spellpower: +145 (+13 eff.) Spell crit. chance: +31% Mindpower: +46 (+6 eff.) Mental crit. chance: +22% Reduces paradox anomalies(equivalent to willpower): +62 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| On feet | pair of voratun boots 'Oozebright' (52 def, 5 armour) pair of voratun boots 'Oozebright' (52 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +37 Physical crit. chance: +24.0% Physical power: +23 (+2 eff.) Armour: +5 Defense: +52 (+9 eff.) Ranged Defense: +30 (+5 eff.) Fatigue: -4% Changes stats: +6 Dex / +16 Mag / +12 Wil / +11 Cun / +10 Con Changes resistances: +18% acid / +9% fire / +6% darkness / +2% physical Changes resistances penetration: +15% physical Changes damage: +12% nature Critical mult.: +5.00% Reduces incoming crit damage: 5.00% Maximum encumbrance: +50 Physical save: +67 (+7 eff.) Spell save: +8 (+1 eff.) Mental save: +48 (+6 eff.) Blindness immunity: +10% Silence immunity: +185% Confusion immunity: +188% Stun/Freeze immunity: +196% Stamina each turn: +1.30 Mana each turn: +0.97 Maximum life: +10.00 Maximum mana: +110.00 Maximum stamina: +46.00 Spell crit. chance: +9% Lowers spell cool-downs by: 10% Movement speed: +20% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | Strikewisp (0 def, 15 armour) Strikewisp (0 def, 15 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +80 (+8 eff.) Armour penetration: +27 Physical power: +20 (+2 eff.) Armour: +15 Effects on melee hit: * 25% chance to cause random gloom Damage (Melee): 20 lightning / 20 temporal / 40 darkness / 20 acid / 19 arcane / 16 cold / 39 mind / 20 fire Damage (Ranged): 20 temporal Damage when hit (Melee): 16 temporal Changes stats: +32 Str / +41 Dex / +32 Mag / +23 Wil / +44 Cun / +7 Con Changes resistances: +20% temporal / +10% arcane / +15% darkness Changes resistances penetration: +5% lightning Changes damage: +6% lightning / +9% temporal / +22% arcane Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-4 turns) Physical save: +84 (+9 eff.) Mental save: +54 (+6 eff.) Disarm immunity: +166% Maximum life: +160.00 Mindpower: +9 (+1 eff.) Infravision radius: +4 See invisible: +3 When used to modify unarmed attacks: Power: 167% Range: 1.1x Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +138 Armour Penetration: +24 Physical crit. chance: +81.0% Attack speed: 167% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Perfect Control (30% chance level 5). When this weapon hits: Set Up (40% chance level 5). When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Battle Shout (20% chance level 5). When this weapon hits: Perfect Strike (30% chance level 5). When this weapon hits: Manathrust (10% chance level 3). When this weapon crits: Dominate (10% chance level 5). On weapon hit: * 60% chance to cause random gloom * 20% chance to daze * 15% chance to gain 10% of a turn Damage (Melee): +48 lightning / +8 temporal / +18 darkness / +58 fire / +32 ice / +57 arcane / +8 mind / +58 acid Burst (radius 1) on hit: +8 lightning Burst (radius 2) on crit: +30 arcane It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Cloak | Glemira the Smearfurnace (18 def, 39 armour) Glemira the Smearfurnace (18 def, 39 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +33 (+3 eff.) Armour penetration: +28 Physical crit. chance: +6.0% Physical power: +5 (+0 eff.) Armour: +39 Defense: +18 (+3 eff.) Fatigue: -7% Effects on melee hit: * Slows global speed by 30% * 15% chance to blind Damage when hit (Melee): 8 arcane / 4 physical Changes stats: +14 Str / +4 Dex / +35 Mag / +41 Wil / +10 Cun / +20 Con Changes resistances: +10% acid / +72% darkness / +10% lightning / +92% cold / +3% nature / +10% fire Changes resistances penetration: +53% darkness Changes damage: +71% darkness Critical mult.: +60.00% Stealth bonus: +103 Maximum encumbrance: +20 Physical save: +51 (+6 eff.) Spell save: +56 (+6 eff.) Mana when firing critical spell: +4.00 Maximum life: +225.00 Maximum mana: +318.00 Maximum stamina: +10.00 Spellpower: +2 (+0 eff.) Spell crit. chance: +16% Mental crit. chance: +8% Light radius: +1 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Arcparry the gold amulet Arcparry the gold amuletPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +23 (+2 eff.) Armour penetration: +21 Physical crit. chance: +22.0% Physical power: +15 (+1 eff.) Armour: +6 Defense: +17 (+3 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: -27% Damage (Melee): 22 light / 20 darkness Effects when hit in melee: * 21% chance to inflict damage reduction * 21% chance to blind Changes stats: +4 Str / +16 Dex / +8 Mag / +15 Wil / +14 Cun / +15 Con Changes resistances: +6% lightning / +10% physical / +43% light / +9% cold / +44% darkness Changes resistances cap: +5% all Changes damage: +6% acid / +13% temporal / +28% light / +7% lightning / +6% cold / +7% fire / +29% darkness / +23% physical Talent mastery: +0.28 Technique / Bloodthirst Critical mult.: +44.00% Physical save: +35 (+4 eff.) Spell save: +19 (+2 eff.) Mental save: +47 (+6 eff.) Blindness immunity: +69% Poison immunity: +10% Cut immunity: +20% Confusion immunity: +33% Stun/Freeze immunity: +15% Life regen: +5.10 Stamina each turn: +2.60 Maximum life: +30.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +10% Mindpower: +21 (+3 eff.) Movement speed: +20% Combat speed: +20% Amulets can have magical properties. |
Inventory
movement infusion of the sneak (1781% speed; 9 turns) movement infusion of the sneak (1781% speed; 9 turns)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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1781% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 1310 over 5 turns) regeneration infusion of the warrior (heal 1310 over 5 turns)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 heal yourself for 1310 life over 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. |
heat beam rune (72 fire damage) heat beam rune (72 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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 72.00 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. |
manasurge rune (600% regen over 10 turns; 30 instant mana) manasurge rune (600% regen over 10 turns; 30 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% over 10 turns and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 Hope 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. |
Aduwen the Sunoracle Aduwen the SunoracleInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 4 light Changes stats: +1 Mag Changes resistances: +26% lightning Changes damage: +12% light / +6% physical Stun/Freeze immunity: +45% Spellpower: +2 (+0 eff.) Combat speed: +10% Damage Shield penetration: +10% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Amulets can have magical properties. |
Betoselle the stralite amulet Betoselle the stralite amuletPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +8 Physical crit. chance: +6.0% Physical power: +18 (+2 eff.) Armour: +14 Defense: +20 (+3 eff.) Fatigue: -27% Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 8 temporal Changes stats: +18 Dex / +2 Mag / +25 Cun / +16 Con Changes resistances: +48% lightning / +18% mind Changes resistances cap: +12% all Changes resistances penetration: +15% temporal Changes damage: +13% blight / +11% fire / +18% physical Critical mult.: +36.00% Physical save: +62 (+7 eff.) Spell save: +22 (+2 eff.) Mental save: +22 (+3 eff.) Stun/Freeze immunity: +88% Life regen: +5.80 Stamina each turn: +2.60 Mana when firing critical spell: +2.00 Vim when firing critical spell: +3.00 Maximum mana: +40.00 Spellpower: +13 (+1 eff.) Movement speed: +20% Combat speed: +20% Amulets can have magical properties. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Isanne the voratun amulet Isanne the voratun amuletPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +14 Defense: +12 (+2 eff.) Fatigue: -29% Changes stats: +20 Str / +37 Dex / +26 Mag / +22 Wil / +28 Cun / +30 Con Changes resistances: +18% acid / +12% physical / +9% nature / +6% fire / +50% mind / +6% lightning Changes resistances cap: +6% all Changes resistances penetration: +10% arcane Changes damage: +14% temporal / +16% light / +15% blight / +15% fire / +16% physical / +15% darkness Critical mult.: +20.00% Physical save: +41 (+5 eff.) Spell save: +24 (+3 eff.) Mental save: +71 (+8 eff.) Disease immunity: +5% Cut immunity: +5% Disarm immunity: +10% Confusion immunity: +146% Knockback immunity: +20% Life regen: +4.50 Stamina each turn: +5.70 Mana each turn: +0.57 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Spellpower: +27 (+2 eff.) Spell crit. chance: +12% Mindpower: +28 (+3 eff.) Movement speed: +30% Amulets can have magical properties. |
Stokekill StokekillPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +46 (+5 eff.) Armour penetration: +27 Physical crit. chance: +20.0% Physical power: +8 (+1 eff.) Defense: +18 (+3 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: -8% Effects on melee hit: * 10% chance to gain 10% of a turn Changes stats: +8 Dex / +4 Mag / +11 Wil / +6 Cun / +22 Con / +14 Lck Changes resistances: +2% physical / +31% temporal / +44% fire / +44% mind / +44% cold Changes resistances penetration: +10% temporal Changes damage: +7% darkness / +7% temporal / +7% light / +15% physical Talent masteries: +0.28 Psionic / Dreaming +0.28 Cunning / Dirty fighting Critical mult.: +64.00% Physical save: +94 (+10 eff.) Spell save: +18 (+2 eff.) Mental save: +60 (+7 eff.) Blindness immunity: +26% Disarm immunity: +30% Confusion immunity: +91% Pinning immunity: +43% Knockback immunity: +37% Life regen: +7.40 Stamina each turn: +0.80 Only die when reaching: -20.00 life Maximum life: +175.00 Spellpower: +5 (+0 eff.) Spell crit. chance: +5% Mindpower: +11 (+1 eff.) Infravision radius: +7 Sight radius: +2 See invisible: +11 Movement speed: +10% Combat speed: +10% Reduce all damage from unseen attackers: 16% Amulets can have magical properties. |
Tarregar the Scumworm Tarregar the ScumwormInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +34 (+3 eff.) Armour: +8 Defense: +51 (+8 eff.) Fatigue: -10% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 8 light Changes stats: +10 Str / +29 Dex / +16 Wil / +10 Cun / +10 Con / +39 Lck Changes resistances: +20% temporal / +6% nature / +15% physical Changes resistances cap: +7% all Changes resistances penetration: +15% nature / +15% mind Physical save: +27 (+3 eff.) Mental save: +14 (+2 eff.) Confusion immunity: +24% Pinning immunity: +46% Knockback immunity: +50% Life regen: +1.50 Stamina each turn: +2.70 Equilibrium when hit: +0.08 Mindpower: +19 (+2 eff.) Movement speed: +10% Reduce all damage from unseen attackers: 36% Amulets can have magical properties. |
Glorulenn GlorulennInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +43 (+4 eff.) Armour penetration: +28 Physical power: +13 (+1 eff.) Armour: +16 Defense: +29 (+5 eff.) Changes stats: +16 Str / +5 Dex / +9 Cun / +9 Con Changes resistances: +36% acid / +12% cold / +6% lightning Changes damage: +18% acid Physical save: +6 (+1 eff.) Spell save: +20 (+2 eff.) Poison immunity: +20% Disease immunity: +10% Stun/Freeze immunity: +10% Life regen: +1.70 Maximum life: +76.00 Healing mod.: +26% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Offalkin OffalkinPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +72 (+7 eff.) Armour penetration: +17 Physical power: +14 (+1 eff.) Defense: +23 (+4 eff.) Ranged Defense: +6 (+1 eff.) Effects on melee hit: * Slows global speed by 15% * 20% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 19% chance to cause random gloom Damage (Ranged): 25 bleed Changes stats: +10 Str / +39 Dex / +25 Wil / +60 Cun / +16 Con Changes resistances: +9% temporal / +3% darkness / +30% blight / +38% fire / +30% nature / +9% mind Changes resistances penetration: +20% nature Changes damage: +6% darkness / +19% fire Physical save: +30 (+3 eff.) Spell save: +17 (+2 eff.) Mental save: +30 (+4 eff.) Blindness immunity: +50% Poison immunity: +59% Disease immunity: +70% Silence immunity: +60% Disarm immunity: +49% Pinning immunity: +64% Stun/Freeze immunity: +40% Knockback immunity: +50% Life regen: +6.80 Mana each turn: +0.39 Hate when firing a critical mind attack: +3.00 Maximum life: +144.00 Maximum stamina: +35.00 Maximum hate: +15.00 Mindpower: +30 (+4 eff.) Infravision radius: +5 See stealth: +25 See invisible: +24 Healing mod.: +25% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+1 eff.) Damage when hit (Melee): 4 lightning Changes stats: +6 Str / +3 Mag / +6 Con Changes resistances: +26% acid / +3% lightning Changes damage: +13% acid / +3% fire / +21% lightning Spell save: +6 (+1 eff.) It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
steel ring 'Daimurach' steel ring 'Daimurach'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +28 (+3 eff.) Armour penetration: +10 Defense: +20 (+3 eff.) Changes stats: +7 Dex / +5 Mag / +6 Wil / +17 Cun / +6 Con Changes resistances: +9% acid / +6% temporal / +12% light / +9% lightning Physical save: +43 (+5 eff.) Mental save: +16 (+2 eff.) Poison immunity: +10% Disease immunity: +5% Confusion immunity: +64% Pinning immunity: +15% Stun/Freeze immunity: +28% Knockback immunity: +10% Life regen: +4.60 Maximum life: +122.00 Spellpower: +9 (+1 eff.) Mindpower: +9 (+1 eff.) Movement speed: +16% Healing mod.: +36% Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
steel ring 'Islildaldanne' steel ring 'Islildaldanne'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +41 (+4 eff.) Armour penetration: +32 Defense: +45 (+8 eff.) Effects on melee hit: * 14% chance to cause random gloom Damage (Melee): 11 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 13 bleed Changes stats: +3 Str / +7 Dex / +6 Mag / +18 Wil / +22 Cun / +3 Con Changes resistances: +11% nature / +18% blight Maximum encumbrance: +10 Spell save: +23 (+3 eff.) Mental save: +24 (+3 eff.) Blindness immunity: +15% Poison immunity: +22% Disease immunity: +28% Disarm immunity: +10% Confusion immunity: +42% Hate when firing a critical mind attack: +2.00 Maximum stamina: +22.00 Maximum hate: +9.00 Spellpower: +7 (+1 eff.) Mindpower: +8 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
wizard's steel ring of clarity wizard's steel ring of clarityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+1 eff.) Mental save: +7 (+1 eff.) Confusion immunity: +28% Rings can have magical properties. |
voratun greatmaul 'Pitchimmortal' (214% power, 4 apr) voratun greatmaul 'Pitchimmortal' (214% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 214% Range: 1.5x Uses stat: 72% Wil Damage type: Arcane Accuracy bonus: +0.1% dam / acc This weapon will act as a psionic focus. Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 111% On weapon hit: * 49% chance to cause random gloom * Random elemental explosion On weapon crit: * wounds the target reducing their healing * cripple the target * splashes the target with acid Damage (Melee): +56 acid / +55 temporal / +63 mind / +4 arcane / +28 nature Burst (radius 1) on hit: +4 darkness Burst (radius 2) on crit: +35 ice When wielded/worn: Accuracy: +96 (+10 eff.) Armour penetration: +60 Physical crit. chance: +99.0% Physical power: +41 (+4 eff.) Armour: +21 Damage when hit (Melee): 28 temporal / 8 darkness / 8 arcane Changes stats: +39 Str / +9 Dex / +7 Wil / +10 Cun Changes resistances: +26% temporal Changes resistances penetration: +24% acid / +38% physical / +24% lightning / +45% cold / +10% arcane / +23% fire Changes damage: +121% physical Grants telepathy: Dragon All Critical mult.: +24.00% Stamina when hit: +15.00 Spellpower on spell critical (stacks up to 3 times): +2 Hate when firing a critical mind attack: +2.00 Maximum mana: +20.00 Spellpower: +2 (+0 eff.) Spell crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +10 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Massive two-handed mauls. |
Awakened Staff of Absorption (172% power, 60 apr, physical element) Awakened Staff of Absorption (172% power, 60 apr, physical element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+4 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 200 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." |
Ravennaught (152% power, 6 apr, physical element) Ravennaught (152% power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Power: 152% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn * 71% chance to disease Burst (radius 1) on hit: +4 darkness When wielded/worn: Physical crit. chance: +29.0% Armour: +8 Defense: +33 (+6 eff.) Effects on melee hit: * 59% chance to disease Damage (Melee): 12 % chance of confusion / 96 fire Changes stats: +22 Mag / +5 Wil / +8 Cun / +15 Con Changes resistances: +22% temporal / +21% light / +4% blight / +21% physical / +21% darkness Maximum wards: +2 physical / +2 light / +2 blight / +2 temporal / +2 darkness Changes resistances penetration: +15% darkness / +5% arcane Changes damage: +42% physical / +42% light / +9% blight / +42% darkness / +45% temporal Talents granted: +4 Ward +1 Command Staff Critical mult.: +188.00% Life regen: +1.70 Mana each turn: +0.40 Mana when firing critical spell: +1.00 Vim when firing critical spell: +20.00 Maximum mana: +67.00 Maximum vim: +149.00 Maximum neg.energy: +49.00 Spellpower: +106 (+10 eff.) Spell crit. chance: +24% See invisible: +60 Healing mod.: +29% Damage Shield penetration: +80% Defense after a teleport: +35 Resist all after a teleport: +25% New effects duration reduction after a teleport: +43% Reduces paradox anomalies(equivalent to willpower): +25 It can be used to project a bolt from the staff (to range 10) dealing 361.19 - 433.43 physical damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Lustrebreacher' (152% power, 6 apr, physical element) dragonbone magestaff 'Lustrebreacher' (152% power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Power: 152% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 light / +12 blight Burst (radius 1) on hit: +8 blight / +8 acid Burst (radius 2) on crit: +4 light / +12 blight When wielded/worn: Accuracy: +15 (+2 eff.) Physical crit. chance: +70.0% Physical power: +29 (+3 eff.) Armour: +12 Defense: +11 (+2 eff.) Effects on melee hit: * 30% chance to corrode armour Damage (Melee): 45 arcane / 35 fire Changes stats: +3 Dex / +32 Mag / +12 Wil / +20 Cun / +31 Con Changes resistances: +23% physical Maximum wards: +3 physical Changes damage: +42% physical Talents granted: +4 Ward +1 Command Staff Critical mult.: +173.00% Life regen: +4.40 Mana each turn: +1.11 Vim when firing critical spell: +16.00 Maximum life: +30.00 Maximum mana: +318.00 Maximum vim: +90.00 Maximum neg.energy: +92.00 Spellpower: +149 (+14 eff.) Spell crit. chance: +9% See invisible: +18 Healing mod.: +57% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
Gilibar the drakeskin leather belt Gilibar the drakeskin leather beltPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +4 (+0 eff.) Physical crit. chance: +18.0% Physical power: +62 (+6 eff.) Defense: +21 (+4 eff.) Changes stats: +8 Str / +18 Dex / +6 Mag / +30 Wil / +18 Cun / +6 Con / +20 Lck Changes damage: +9% mind / +9% physical Reduced damage from: +45% Summoned Critical mult.: +24.00% Trap disarming bonus: +57 Stealth bonus: +45 Physical save: +30 (+3 eff.) Spell save: +44 (+5 eff.) Mental save: +53 (+6 eff.) Only die when reaching: -80.00 life Maximum life: +482.00 Maximum stamina: +20.00 Spell crit. chance: +6% Mindpower: +12 (+1 eff.) Mental crit. chance: +15% Infravision radius: +12 See invisible: +3 Size category: +4 A belt that goes around your waist. |
drakeskin leather belt 'Kindlewild' drakeskin leather belt 'Kindlewild'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +27.0% Physical power: +12 (+1 eff.) Armour: +15 Defense: +15 (+2 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 16 arcane Changes stats: +6 Dex / +12 Mag / +19 Wil / +6 Cun / +6 Con Changes resistances: +14% fire / +6% mind / +15% cold Changes resistances penetration: +20% physical / +5% arcane / +15% light Changes damage: +6% blight / +23% physical Critical mult.: +34.00% Physical save: +40 (+4 eff.) Mental save: +30 (+4 eff.) Life regen: +3.40 Maximum life: +180.00 Maximum mana: +60.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +12% Mindpower: +21 (+3 eff.) Mental crit. chance: +11% Healing mod.: +27% A belt that goes around your waist. |
hardened leather belt of recklessness hardened leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+0 eff.) Critical mult.: +11.00% A belt that goes around your waist. |
rough leather belt of the mystic rough leather belt of the mysticPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Mental save: +5 (+1 eff.) Spellpower: +3 (+0 eff.) A belt that goes around your waist. |
Blindmark the elven-silk cloak (3 def, 0 armour) Blindmark the elven-silk cloak (3 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+0 eff.) Defense: +3 (+0 eff.) Fatigue: -7% Changes stats: +4 Dex / +6 Mag / +9 Wil / +4 Cun Changes resistances: +15% acid / +26% temporal / +43% darkness / +20% fire / +15% lightning / +19% cold Changes resistances penetration: +19% darkness / +15% blight Changes damage: +37% darkness / +6% mind / +12% arcane Stealth bonus: +23 Spell save: +14 (+2 eff.) Mana each turn: +0.08 Vim when firing critical spell: +2.00 Maximum life: +119.00 Maximum mana: +72.00 Spellpower: +4 (+0 eff.) Defense after a teleport: +25 Resist all after a teleport: +15% New effects duration reduction after a teleport: +30% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gurada (1 def, 7 armour) Gurada (1 def, 7 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +7 Armour: +7 Defense: +1 (+0 eff.) Changes stats: +2 Str / +5 Mag / +5 Wil / +3 Cun / +2 Con Changes resistances: +6% mind / +13% cold Changes resistances penetration: +7% arcane Changes damage: +10% arcane Critical mult.: +32.00% Stealth bonus: +7 Mental save: +20 (+2 eff.) Maximum mana: +36.00 Spellpower: +5 (+0 eff.) Spell crit. chance: +9% Mindpower: +16 (+2 eff.) Mental crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of battle (1 def, 0 armour) linen cloak of battle (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Defense: +1 (+0 eff.) Fatigue: -3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cystspawn (6 def, 4 armour) Cystspawn (6 def, 4 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 8 fire Changes stats: +13 Mag / +14 Wil / +11 Cun / +5 Con Changes resistances: +10% lightning / +10% cold / +56% darkness / +12% nature / +10% blight / +10% fire / +65% mind / +10% light Changes resistances penetration: +14% mind / +14% physical / +12% darkness / +15% nature Changes damage: +12% acid / +14% physical / +43% darkness / +14% light / +62% mind / +3% fire / +14% nature / +14% all Critical mult.: +13.00% Physical save: +56 (+6 eff.) Spell save: +48 (+5 eff.) Mental save: +48 (+6 eff.) Poison immunity: +38% Disease immunity: +37% Mana each turn: +0.56 Psi each turn: +1.16 Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +4.00 Maximum hate: +10.00 Maximum psi: +27.00 Spellpower: +23 (+2 eff.) Spell crit. chance: +8% Mindpower: +16 (+2 eff.) Mental crit. chance: +7% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Goroblek the Blazerebel (18 def, 13 armour) Goroblek the Blazerebel (18 def, 13 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +13 Defense: +18 (+3 eff.) Effects on melee hit: * 45% chance to blind Changes stats: +14 Str / +43 Mag / +26 Wil / +35 Cun Changes resistances: +30% lightning / +32% temporal / +45% light / +26% cold / +30% mind / +51% darkness Changes resistances penetration: +15% temporal / +35% physical / +20% darkness / +40% mind Changes damage: +39% lightning / +69% physical / +95% light / +52% temporal / +18% arcane / +40% cold / +39% mind / +60% darkness Critical mult.: +59.00% Physical save: +49 (+5 eff.) Spell save: +20 (+2 eff.) Mental save: +68 (+8 eff.) Mana each turn: +0.30 Psi each turn: +2.13 Vim when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +8 Hate when firing a critical mind attack: +14.00 Psi when firing a critical mind attack: +15.00 Maximum life: +70.00 Maximum mana: +60.00 Maximum hate: +15.00 Maximum psi: +75.00 Spellpower: +19 (+2 eff.) Spell crit. chance: +23% Mindpower: +36 (+4 eff.) Mental crit. chance: +21% Light radius: +4 Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% Reduces paradox anomalies(equivalent to willpower): +16 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Arcwalker' (13 def, 8 armour) elven-silk robe 'Arcwalker' (13 def, 8 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +8 Defense: +13 (+2 eff.) Damage when hit (Melee): 8 blight Changes stats: +59 Mag / +22 Wil / +29 Cun Changes resistances: +15% lightning / +15% light / +20% blight / +30% cold / +64% mind / +68% darkness Changes resistances penetration: +41% temporal / +20% darkness / +63% physical Changes damage: +59% temporal / +37% light / +69% physical / +56% darkness / +20% cold / +39% mind / +59% all Critical mult.: +58.00% Physical save: +19 (+2 eff.) Spell save: +32 (+4 eff.) Mental save: +40 (+5 eff.) Life regen: +5.60 Mana each turn: +1.24 Psi each turn: +1.03 Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Hate when firing a critical mind attack: +13.00 Psi when firing a critical mind attack: +13.00 Maximum life: +168.00 Maximum mana: +40.00 Maximum hate: +15.00 Maximum vim: +60.00 Spellpower: +69 (+6 eff.) Spell crit. chance: +10% Mindpower: +9 (+1 eff.) Mental crit. chance: +4% Light radius: +4 Healing mod.: +25% Damage Shield penetration: +20% Defense after a teleport: +20 Resist all after a teleport: +8% New effects duration reduction after a teleport: +40% Reduces paradox anomalies(equivalent to willpower): +47 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Xeruvena the pair of dwarven-steel boots (0 def, 20 armour) Xeruvena the pair of dwarven-steel boots (0 def, 20 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+0 eff.) Armour: +20 Fatigue: -3% Changes stats: +5 Str / +15 Mag / +12 Wil / +6 Cun / +13 Con Changes resistances: +11% lightning / +11% temporal / +4% physical Changes resistances penetration: +34% physical Changes damage: +8% acid / +9% physical / +8% blight Physical save: +30 (+3 eff.) Spell save: +10 (+1 eff.) Mental save: +29 (+4 eff.) Disease immunity: +38% Maximum life: +20.00 Maximum stamina: +5.00 Spellpower: +8 (+1 eff.) Mindpower: +7 (+1 eff.) Infravision radius: +8 Healing mod.: +5% It can be used to blink to a nearby random location (rad 35), putting all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
blood-soaked pair of dwarven-steel boots of spellbinding (0 def, 4 armour) blood-soaked pair of dwarven-steel boots of spellbinding (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +9 Physical crit. chance: +5.0% Physical power: +5 (+0 eff.) Armour: +4 Fatigue: +3% Changes stats: +4 Mag Spell save: +6 (+1 eff.) Lowers spell cool-downs by: 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+0 eff.) When used to modify unarmed attacks: Power: 89% Range: 1.1x Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.0% Attack speed: 167% When this weapon hits: Flamespit (30% chance level 3). Damage (Melee): +10 fire Damage conversion: 100% fire It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 312.65 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Gilyvor the iron gauntlets (0 def, 1 armour) Gilyvor the iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +6 Armour: +1 Damage (Melee): 6 cold Damage when hit (Melee): 8 acid Changes stats: +3 Cun / +3 Dex Changes resistances: +3% acid / +6% cold / +5% arcane Changes damage: +4% cold When used to modify unarmed attacks: Power: 102% Range: 1.4x Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +6 Armour Penetration: +9 Physical crit. chance: +2.0% Attack speed: 125% When this weapon hits: Ice Breath (10% chance level 1). When this weapon hits: Perfect Strike (15% chance level 1). Burst (radius 1) on hit: +4 arcane Burst (radius 2) on crit: +6 ice It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
Phoenixworm the voratun gauntlets (0 def, 43 armour) Phoenixworm the voratun gauntlets (0 def, 43 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +57 (+6 eff.) Armour: +43 Armour Hardiness: +15% Effects on melee hit: * 45% chance to cause random gloom Damage (Melee): 15 acid / 15 physical / 75 darkness / 69 mind / 13 nature Damage when hit (Melee): 8 physical / 16 mind / 20 fire Changes stats: +20 Str / +19 Dex / +10 Wil / +16 Cun / +46 Con Changes resistances: +10% acid / +11% physical / +15% darkness / +10% nature Changes damage: +8% acid / +8% physical / +10% nature / +9% mind Talent mastery: +0.40 Technique / Grappling Talent cooldown: Double Strike (-2 turns) Physical save: +132 (+14 eff.) Spell save: +29 (+3 eff.) Mental save: +53 (+6 eff.) Disarm immunity: +339% Life regen: +15.80 Stamina each turn: +4.30 Psi each turn: +0.67 Maximum life: +148.00 Maximum stamina: +26.00 Mindpower: +19 (+2 eff.) Infravision radius: +3 When used to modify unarmed attacks: Power: 167% Range: 1.4x Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +87 Armour Penetration: +15 Physical crit. chance: +63.0% Attack speed: 125% When this weapon hits: Disarm (20% chance level 5). When this weapon hits: Reproach (20% chance level 5). When this weapon hits: Poison Breath (10% chance level 5). When this weapon hits: Stone Touch (5% chance level 5). When this weapon hits: Second Wind (20% chance level 2). When this weapon hits: Perfect Control (20% chance level 5). When this weapon hits: Acid Breath (10% chance level 5). When this weapon hits: Set Up (20% chance level 5). When this weapon hits: Slumber (10% chance level 5). When this weapon hits: Battle Shout (20% chance level 5). When this weapon hits: Juggernaut (30% chance level 3). When this weapon hits: Sand Breath (10% chance level 5). When this weapon crits: Dominate (10% chance level 5). On weapon hit: * 20% chance to corrode armour * 74% chance to cause random gloom Damage Shield penetration (this weapon only): +20% Damage (Melee): +8 acid / +87 physical / +28 darkness Burst (radius 1) on hit: +9 physical Burst (radius 2) on crit: +14 acid / +14 physical / +13 nature It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 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. |
Polassra the Healoath (0 def, 15 armour) Polassra the Healoath (0 def, 15 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +41 (+4 eff.) Armour penetration: +14 Physical power: +20 (+2 eff.) Armour: +15 Damage (Melee): 30 blight / 20 darkness Changes stats: +11 Str / +19 Dex / +6 Mag / +2 Wil / +20 Cun / +12 Con Changes resistances: +19% blight / +10% light / +25% darkness Changes resistances penetration: +15% nature Changes damage: +22% blight / +9% fire / +10% darkness Talent cooldown: Double Strike (-1 turn) Physical save: +71 (+8 eff.) Spell save: +19 (+2 eff.) Mental save: +58 (+7 eff.) Disarm immunity: +145% Hate when firing a critical mind attack: +1.00 Maximum life: +160.00 Maximum hate: +6.00 Mindpower: +12 (+1 eff.) Infravision radius: +2 When used to modify unarmed attacks: Power: 167% Range: 1.1x Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +63 Armour Penetration: +15 Physical crit. chance: +27.0% Attack speed: 167% When this weapon hits: Soul Rot (40% chance level 5). When this weapon hits: Set Up (10% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Juggernaut (20% chance level 2). When this weapon hits: Battle Shout (20% chance level 5). On weapon hit: * 10% chance to inflict damage reduction Damage (Melee): +50 physical / +8 nature Burst (radius 1) on hit: +8 nature / +8 mind Burst (radius 2) on crit: +30 blight / +4 fire / +33 light / +38 darkness It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 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. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Silaldath (6 def, 9 armour) Silaldath (6 def, 9 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +60 (+6 eff.) Armour: +9 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Effects on melee hit: * 23% chance to cause random gloom Damage (Melee): 15 acid / 17 temporal / 30 darkness / 36 mind / 13 nature Damage (Ranged): 16 temporal Damage when hit (Melee): 4 temporal Changes stats: +19 Str / +25 Dex / +4 Wil / +21 Cun / +5 Con Changes resistances: +8% acid / +15% temporal / +10% nature / +14% darkness Changes resistances penetration: +5% temporal Changes damage: +10% acid / +9% temporal / +11% nature Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-3 turns) Physical save: +37 (+4 eff.) Spell save: +26 (+3 eff.) Mental save: +25 (+3 eff.) Blindness immunity: +10% Disease immunity: +25% Disarm immunity: +46% Confusion immunity: +15% Stun/Freeze immunity: +20% Maximum life: +80.00 Mindpower: +9 (+1 eff.) Infravision radius: +4 When used to modify unarmed attacks: Power: 146% Range: 1.1x Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +82 Armour Penetration: +5 Physical crit. chance: +83.0% Attack speed: 167% When this weapon hits: Acid Breath (10% chance level 5). When this weapon hits: Set Up (30% chance level 5). When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Poison Breath (10% chance level 5). When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). When this weapon crits: Dominate (10% chance level 5). On weapon hit: * 53% chance to gain 10% of a turn Damage (Melee): +29 darkness Burst (radius 2) on crit: +15 nature / +15 acid It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 67 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Flashswift' (0 def, 35 armour) drakeskin leather gloves 'Flashswift' (0 def, 35 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +23 (+2 eff.) Physical crit. chance: +35.0% Armour: +35 Armour Hardiness: +15% Effects on melee hit: * 30% chance to daze Damage (Melee): 15 blight / 40 temporal / 20 light Damage (Ranged): 38 temporal Changes stats: +10 Str / +11 Dex / +6 Mag / +5 Wil / +11 Cun / +31 Con Changes resistances: +3% acid / +11% physical / +25% light / +10% blight / +9% darkness / +15% mind / +30% temporal Changes resistances penetration: +10% mind / +10% temporal Changes damage: +9% acid / +26% temporal / +9% light / +11% blight / +3% mind / +9% lightning Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Critical mult.: +29.00% Physical save: +70 (+8 eff.) Spell save: +19 (+2 eff.) Mental save: +48 (+6 eff.) Disarm immunity: +150% Mana each turn: +1.20 Maximum life: +160.00 Spellpower: +48 (+4 eff.) Spell crit. chance: +66% Mental crit. chance: +32% Infravision radius: +2 When used to modify unarmed attacks: Power: 176% Range: 1.1x Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +45 Armour Penetration: +5 Physical crit. chance: +56.0% Attack speed: 167% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Soul Rot (20% chance level 5). When this weapon hits: Elemental bolt (30% chance level 5). When this weapon hits: Stone Touch (5% chance level 5). When this weapon hits: Battle Shout (20% chance level 5). When this weapon hits: Juggernaut (20% chance level 2). When this weapon hits: Set Up (10% chance level 5). When this weapon crits: Cripple (40% chance level 5). On weapon hit: * 89% chance to gain 10% of a turn * 15% chance to blind Damage (Melee): +56 physical / +8 mind / +55 arcane Burst (radius 1) on hit: +12 mind Burst (radius 2) on crit: +15 blight / +44 light / +50 darkness It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 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. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Mayatha' (0 def, 8 armour) drakeskin leather gloves 'Mayatha' (0 def, 8 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +1 Physical power: +11 (+1 eff.) Armour: +8 Damage (Melee): 17 arcane Changes stats: +5 Str / +16 Mag / +9 Wil Changes resistances: +10% arcane Changes damage: +7% arcane Reduces incoming crit damage: 5.00% Physical save: +10 (+1 eff.) Mental save: +17 (+2 eff.) Disarm immunity: +50% Life regen: +0.80 Maximum life: +77.00 See invisible: +6 Healing mod.: +20% When used to modify unarmed attacks: Power: 156% Range: 1.1x Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +20 Armour Penetration: +5 Physical crit. chance: +8.0% Attack speed: 167% When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Manathrust (10% chance level 3). Damage Shield penetration (this weapon only): +10% Damage (Melee): +28 arcane / +8 physical Burst (radius 2) on crit: +11 arcane It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Emeluwe the elven-silk wizard hat (7 def, 2 armour) Emeluwe the elven-silk wizard hat (7 def, 2 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +2 Defense: +7 (+1 eff.) Ranged Defense: +4 (+1 eff.) Changes stats: +7 Mag / +1 Wil / +9 Con Changes resistances: +25% lightning / +20% mind / +45% nature / +5% arcane Changes damage: +17% lightning / +20% mind / +20% arcane / +20% nature Physical save: +17 (+2 eff.) Mental save: +23 (+3 eff.) Life regen: +6.00 Mana each turn: +0.26 Maximum psi: +35.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Mindpower: +10 (+1 eff.) Mental crit. chance: +4% Infravision radius: +9 See stealth: +25 See invisible: +34 Damage Shield Power: +15% It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Flareclamor (3 def, 0 armour) Flareclamor (3 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 4 blight / 8 fire / 8 arcane / 16 mind Changes stats: +7 Mag / +58 Wil / +35 Cun Changes resistances: +15% lightning / +15% temporal / +40% darkness / +22% fire / +20% mind / +24% physical Changes damage: +38% physical / +40% darkness / +15% fire / +20% mind / +25% arcane Critical mult.: +5.00% Physical save: +43 (+5 eff.) Mental save: +20 (+2 eff.) Psi when hit: +0.16 Vim when firing critical spell: +3.00 Maximum mana: +110.00 Maximum hate: +30.00 Maximum psi: +40.00 Spellpower: +8 (+1 eff.) Mindpower: +61 (+8 eff.) Mental crit. chance: +21% Damage Shield penetration: +60% A pointy cloth hat, very wizardly... |
drakeskin leather cap 'Brightbraid' (12 def, 5 armour) drakeskin leather cap 'Brightbraid' (12 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Physical power: +6 (+1 eff.) Armour: +5 Defense: +12 (+2 eff.) Fatigue: +5% Effects when hit in melee: * 18% chance to gain 10% of a turn Damage when hit (Melee): 8 blight Changes stats: +4 Str / +3 Mag / +26 Wil / +25 Cun / +3 Con Changes resistances: +29% lightning / +30% temporal / +15% blight / +39% fire / +15% nature / +28% cold Changes damage: +9% light Spell save: +20 (+2 eff.) Mental save: +14 (+2 eff.) Mana each turn: +0.20 Vim when firing critical spell: +1.00 Maximum life: +108.00 Spell crit. chance: +3% Mindpower: +16 (+2 eff.) Healing mod.: +28% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% A cap made of leather. |
iron helm 'Mayabeth' (6 def, 3 armour) iron helm 'Mayabeth' (6 def, 3 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+0 eff.) Armour: +3 Defense: +6 (+1 eff.) Fatigue: +5% Effects when hit in melee: * 11% chance to gain 10% of a turn Changes stats: +2 Str / +1 Dex / +4 Cun Changes resistances: +6% lightning / +6% temporal Changes damage: +9% acid Grants telepathy: Demon/Minor Demon/Major See invisible: +9 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Cracklewarden the reinforced leather armour (53 def, 33 armour) Cracklewarden the reinforced leather armour (53 def, 33 armour)Requires: - Strength 18 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +33 Defense: +53 (+9 eff.) Ranged Defense: +14 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 12 mind / 12 lightning Changes stats: +5 Dex / +8 Wil / +22 Cun Changes resistances: +9% lightning / +27% cold / +9% mind / +27% temporal Changes resistances penetration: +15% lightning Changes damage: +12% light / +9% mind Mental save: +86 (+10 eff.) Life regen: +11.90 Movement speed: +20% Healing mod.: +22% A suit of armour made of leather. |
Flowervice (1 def, 2 armour) Flowervice (1 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 16 nature Changes resistances: +16% lightning / +6% nature / +12% mind Changes damage: +12% nature Combat speed: +30% Casting speed: +30% Mental speed: +30% A suit of armour made of leather. |
Furnaceimmortal (1 def, 2 armour) Furnaceimmortal (1 def, 2 armour)Requires: - Strength 10 Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes resistances: +6% mind Changes damage: +21% fire Mental save: +11 (+1 eff.) Infravision radius: +2 A suit of armour made of leather. |
Bethulle the Cobrashear (35 def, 51 armour) Bethulle the Cobrashear (35 def, 51 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +25 (+2 eff.) Armour: +51 Defense: +35 (+6 eff.) Fatigue: +17% Effects on melee hit: * Slows global speed by 53% Damage when hit (Melee): 20 physical Changes stats: +10 Str / +6 Mag / +19 Wil / +21 Cun Changes resistances: +42% acid / +42% cold / +6% arcane / +20% lightning Changes resistances penetration: +10% arcane / +20% temporal Changes damage: +3% temporal Allows you to breathe in: water Physical save: +15 (+2 eff.) Mental save: +71 (+8 eff.) Spellpower: +25 (+2 eff.) Spell crit. chance: +6% Mindpower: +22 (+3 eff.) Mental crit. chance: +10% A suit of armour made of metal plates. |
5 agate 5 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. |
5134 alchemist agate 5134 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. |
10 onyx 10 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. |
10 aquamarine 10 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 lapis lazuli 12 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal 6 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 sapphire 5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Gloroda (dig speed 1 turns) Gloroda (dig speed 1 turns)Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +10 Physical crit. chance: +7.0% Physical power: +12 (+1 eff.) Armour: +6 Defense: +10 (+2 eff.) Fatigue: -6% Effects on melee hit: * 45% chance to corrode armour Damage when hit (Melee): 4 acid Changes stats: +14 Str / +4 Mag / +6 Wil / +6 Cun / +4 Con Changes resistances: +15% acid / +12% physical / +12% darkness / +12% fire / +11% nature Changes resistances penetration: +26% physical Changes damage: +6% nature / +9% blight Critical mult.: +24.00% Reduces incoming crit damage: 5.00% Physical save: +6 (+1 eff.) Spell save: +7 (+1 eff.) Mental save: +7 (+1 eff.) Maximum life: +70.00 Maximum mana: +53.00 Maximum stamina: +18.00 Spell crit. chance: +11% Mental crit. chance: +7% Light radius: +5 Infravision radius: +5 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mardumas (dig speed 1 turns) Mardumas (dig speed 1 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +12 (+1 eff.) Physical power: +39 (+4 eff.) Armour: +9 Defense: +16 (+3 eff.) Damage when hit (Melee): 12 physical Changes stats: +3 Str / +23 Dex / +2 Mag / +4 Wil / +7 Cun Changes resistances: +20% physical / +15% darkness / +8% arcane / +6% mind / +44% nature Changes resistances penetration: +10% arcane / +22% physical Changes damage: +29% nature / +12% arcane Damage affinity(heal): +15% darkness Maximum encumbrance: +10 Physical save: +45 (+5 eff.) Spell save: +15 (+2 eff.) Mental save: +15 (+2 eff.) Maximum life: +148.00 Maximum stamina: +35.00 Infravision radius: +14 See invisible: +6 Movement speed: +40% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Balolin' (dig speed 30 turns) iron pickaxe 'Balolin' (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +6 Fatigue: -5% Changes stats: +1 Cun / +5 Str Changes resistances penetration: +10% blight Critical mult.: +10.00% Maximum mana: +20.00 Maximum vim: +10.00 Spell crit. chance: +1% Light radius: +1 See invisible: +3 When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 3.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of delving (dig speed 36 turns) iron pickaxe of delving (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +3 Str / +2 Con Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Blastkill' (dig speed 7 turns) voratun pickaxe 'Blastkill' (dig speed 7 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Damage when hit (Melee): 12 lightning / 8 light / 8 darkness Changes stats: +3 Str Changes resistances: +30% nature / +3% lightning Changes resistances penetration: +5% lightning / +18% physical Changes damage: +19% nature / +15% darkness Maximum life: +33.00 Maximum stamina: +30.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Murkgasher' (dig speed 7 turns) voratun pickaxe 'Murkgasher' (dig speed 7 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +20 (+2 eff.) Armour penetration: +8 Physical power: +10 (+1 eff.) Fatigue: -9% Changes stats: +12 Cun / +8 Str Changes resistances: +3% mind / +12% darkness Changes resistances penetration: +10% mind / +20% darkness / +10% arcane Critical mult.: +20.00% Infravision radius: +12 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
12 emerald 12 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. |
12 jade 12 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 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
14 turquoise 14 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. |
Bleakwreck the alchemist's lamp Bleakwreck the alchemist's lampPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 21 fire Changes stats: +5 Str / +6 Mag / +1 Wil / +1 Cun / +3 Con Changes resistances: +8% fire / +11% light / +26% darkness Changes resistances penetration: +10% darkness Changes damage: +11% darkness / +22% light Damage affinity(heal): +5% darkness / +10% light Grants telepathy: Humanoid/Orc Spellpower: +9 (+1 eff.) Light radius: +11 Infravision radius: +4 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 413.08 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Hurindil HurindilPowered by arcane forces Crafted by a master Infused by psionic forces -2.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +44 Physical crit. chance: +1.0% Defense: +30 (+5 eff.) Damage when hit (Melee): 60 fire Changes stats: +2 Dex / +22 Mag / +30 Cun Changes resistances: +19% temporal / +15% darkness / +14% blight / +20% fire / +3% physical / +17% cold Changes resistances penetration: +10% arcane / +40% all Changes damage: +6% mind Grants telepathy: All Reduces incoming crit damage: 15.00% Physical save: +36 (+4 eff.) Spell save: +34 (+4 eff.) Mental save: +53 (+6 eff.) Blindness immunity: +50% Confusion immunity: +30% Maximum stamina: +20.00 Spellpower: +56 (+5 eff.) Spell crit. chance: +6% Mindpower: +10 (+1 eff.) Mental crit. chance: +10% Light radius: +6 Infravision radius: +33 See stealth: +25 See invisible: +40 Defense after a teleport: +39 Resist all after a teleport: +40% New effects duration reduction after a teleport: +60% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 103 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (296 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
dwarven lantern 'Brightlore' dwarven lantern 'Brightlore'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +30 Physical crit. chance: +18.0% Physical power: +30 (+3 eff.) Damage when hit (Melee): 4 acid Changes stats: +10 Cun / +26 Wil Changes resistances: +6% acid / +13% darkness / +12% light Changes resistances penetration: +10% acid / +30% all Changes damage: +3% blight / +15% acid / +30% light / +11% mind Damage affinity(heal): +5% light Critical mult.: +60.00% Mental save: +15 (+2 eff.) Blindness immunity: +45% Confusion immunity: +30% Light radius: +19 Infravision radius: +9 See stealth: +35 See invisible: +46 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 413.08 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Shadowstriker' dwarven lantern 'Shadowstriker'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +18.0% Physical power: +29 (+3 eff.) Defense: +14 (+2 eff.) Effects on melee hit: * 10% chance to disease * 60% chance to inflict damage reduction Changes stats: +2 Dex / +30 Wil / +15 Cun / +3 Con Changes resistances: +33% blight / +29% darkness Changes resistances penetration: +10% blight / +15% all Changes damage: +15% light / +14% mind Damage affinity(heal): +5% light Grants telepathy: Dragon Critical mult.: +59.00% Physical save: +20 (+2 eff.) Spell save: +17 (+2 eff.) Mental save: +79 (+9 eff.) Blindness immunity: +138% Confusion immunity: +85% Life regen: +6.50 Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Mindpower: +42 (+5 eff.) Mental crit. chance: +48% Light radius: +35 Infravision radius: +14 See stealth: +89 See invisible: +109 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 413.08 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Dragon Orb (Orb of Command) 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) 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) 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 Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) 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 Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Ruby Eye Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 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. |
11 bloodstone 11 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. |
9 fire opal 9 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. |
10 garnet 10 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. |
15 ruby 15 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 Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest 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. |
7 amethyst 7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Resonating Diamond Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
14 diamond 14 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 moonstone 7 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 pearl 7 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. |
10 quartz 10 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. |
17 amber 17 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. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 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 (Uniques)
Found the mysterious staff and told Last Hope about it.By Meteoric Uniques the Shalore Adventurer level 172
28th Regrowth 123rd year of Ascendancy at 12:04 see stats
A different point of view (Uniques)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Meteoric Uniques the Shalore Adventurer level 200
40th Regrowth 123rd year of Ascendancy at 07:36 see stats
Against all odds (Uniques)
Killed Ukruk in the ambush.By Meteoric Uniques the Shalore Adventurer level 169
26th Regrowth 123rd year of Ascendancy at 07:51 see stats
Atamathoned! (Uniques)
Killed the giant golem Atamathon after foolishly reactivating it.By Meteoric Uniques the Shalore Adventurer level 200
17th Pyre 123rd year of Ascendancy at 22:43 see stats
Brave new world (Uniques)
Went to the Far East and took part in the war.By Meteoric Uniques the Shalore Adventurer level 200
36th Regrowth 123rd year of Ascendancy at 19:05 see stats
Curse Lifter (Uniques)
Killed Ben Cruthdar the Cursed.By Meteoric Uniques the Shalore Adventurer level 96
58th Dusk 122nd year of Ascendancy at 03:01 see stats
Destroyer's bane (Uniques)
Killed Golbug the Destroyer.By Meteoric Uniques the Shalore Adventurer level 200
34th Regrowth 123rd year of Ascendancy at 07:47 see stats
Dragon's Greed (Uniques)
Amassed 8000 gold pieces.By Meteoric Uniques the Shalore Adventurer level 146
24th Regrowth 123rd year of Ascendancy at 16:20 see stats
Evil denied (Uniques)
Won ToME by preventing the Void portal from opening.By Meteoric Uniques the Shalore Adventurer level 200
66th Pyre 123rd year of Ascendancy at 23:57 see stats
Exterminator (Uniques)
Killed 1000 creatures.By Meteoric Uniques the Shalore Adventurer level 89
33rd Dusk 122nd year of Ascendancy at 14:40 see stats
Fast Curse Dispel (Uniques)
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By Meteoric Uniques the Shalore Adventurer level 96
58th Dusk 122nd year of Ascendancy at 03:01 see stats
Fear me not! (Uniques)
Survived the Fearscape!By Meteoric Uniques the Shalore Adventurer level 14
4th Flare 122nd year of Ascendancy at 16:21 see stats
Fear of Fours (Uniques)
Killed all four bosses of the Slime Tunnels.By Meteoric Uniques the Shalore Adventurer level 200
65th Pyre 123rd year of Ascendancy at 01:38 see stats
Home sweet home (Uniques)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Meteoric Uniques the Shalore Adventurer level 56
23rd Dusk 122nd year of Ascendancy at 01:52 see stats
Level 10 (Uniques)
Got a character to level 10.By Meteoric Uniques the Shalore Adventurer level 10
3rd Summertide 122nd year of Ascendancy at 19:38 see stats
Level 20 (Uniques)
Got a character to level 20.By Meteoric Uniques the Shalore Adventurer level 20
14th Dusk 122nd year of Ascendancy at 12:35 see stats
Level 30 (Uniques)
Got a character to level 30.By Meteoric Uniques the Shalore Adventurer level 30
18th Dusk 122nd year of Ascendancy at 16:40 see stats
Level 40 (Uniques)
Got a character to level 40.By Meteoric Uniques the Shalore Adventurer level 40
20th Dusk 122nd year of Ascendancy at 05:06 see stats
Level 50 (Uniques)
Got a character to level 50.By Meteoric Uniques the Shalore Adventurer level 50
22nd Dusk 122nd year of Ascendancy at 08:15 see stats
Orcrist (Uniques)
Killed the leaders of the Orc Pride.By Meteoric Uniques the Shalore Adventurer level 200
64th Pyre 123rd year of Ascendancy at 22:28 see stats
Overpowered! (Uniques)
Did over 6000 damage in one attack.By Meteoric Uniques the Shalore Adventurer level 128
20th Regrowth 123rd year of Ascendancy at 15:16 see stats
Race through fire (Uniques)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Meteoric Uniques the Shalore Adventurer level 200
50th Pyre 123rd year of Ascendancy at 03:15 see stats
Rescuer of the lost (Uniques)
Rescued the merchant from the assassin lord.By Meteoric Uniques the Shalore Adventurer level 112
8th Regrowth 123rd year of Ascendancy at 08:06 see stats
Savior of the damsels in distress (Uniques)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Meteoric Uniques the Shalore Adventurer level 76
24th Dusk 122nd year of Ascendancy at 23:59 see stats
Size is everything (Uniques)
Did over 1500 damage in one attack.By Meteoric Uniques the Shalore Adventurer level 84
33rd Dusk 122nd year of Ascendancy at 07:36 see stats
Size matters (Uniques)
Did over 600 damage in one attack.By Meteoric Uniques the Shalore Adventurer level 64
23rd Dusk 122nd year of Ascendancy at 23:47 see stats
Sliders (Uniques)
Activated a portal using the Orb of Many Ways.By Meteoric Uniques the Shalore Adventurer level 200
34th Regrowth 123rd year of Ascendancy at 09:05 see stats
Tactical master (Uniques)
Fought the two Sorcerers without closing any invocation portals.By Meteoric Uniques the Shalore Adventurer level 200
66th Pyre 123rd year of Ascendancy at 23:57 see stats
Take you with me (Uniques)
Killed a boss while already dead.By Meteoric Uniques the Shalore Adventurer level 195
32nd Regrowth 123rd year of Ascendancy at 18:20 see stats
That was close (Uniques)
Killed your target while having only 1 life left.By Meteoric Uniques the Shalore Adventurer level 97
68th Dusk 122nd year of Ascendancy at 14:49 see stats
The Arena (Uniques)
Unlocked Arena mode.By Meteoric Uniques the Shalore Adventurer level 12
1st Flare 122nd year of Ascendancy at 17:05 see stats
The Legend of Garkul (Uniques)
Learned the five chapters of the Legend of Garkul.By Meteoric Uniques the Shalore Adventurer level 200
33rd Pyre 123rd year of Ascendancy at 16:55 see stats
The Sun Still Shines (Uniques)
Aeryn survived the last battle.By Meteoric Uniques the Shalore Adventurer level 200
66th Pyre 123rd year of Ascendancy at 23:57 see stats
The bigger the better! (Uniques)
Did over 3000 damage in one attack.By Meteoric Uniques the Shalore Adventurer level 107
77th Dusk 122nd year of Ascendancy at 22:07 see stats
The secret city (Uniques)
Discovered the truth about mages.By Meteoric Uniques the Shalore Adventurer level 76
29th Dusk 122nd year of Ascendancy at 15:39 see stats
There and back again (Uniques)
Opened a portal to Maj'Eyal from the Far East.By Meteoric Uniques the Shalore Adventurer level 200
62nd Regrowth 123rd year of Ascendancy at 02:58 see stats
Treasure Hoarder (Uniques)
Amassed 3000 gold pieces.By Meteoric Uniques the Shalore Adventurer level 101
77th Dusk 122nd year of Ascendancy at 14:27 see stats
Treasure Hunter (Uniques)
Amassed 1000 gold pieces.By Meteoric Uniques the Shalore Adventurer level 64
24th Dusk 122nd year of Ascendancy at 02:56 see stats
Vampire crusher (Uniques)
Destroyed the Master in its lair of the Dreadfell.By Meteoric Uniques the Shalore Adventurer level 167
26th Regrowth 123rd year of Ascendancy at 00:19 see stats
Well trained (Uniques)
Deal one million damage to training dummies in a single training session.By Meteoric Uniques the Shalore Adventurer level 200
33rd Pyre 123rd year of Ascendancy at 12:11 see stats
Log
You gain 25.00 gold from the transmogrification of voratun amulet 'Flareravager'.
You gain 2.62 gold from the transmogrification of insulating voratun amulet of perfection (0.37 Spell / Storm,0.37 Cunning / Ambush).
You gain 25.00 gold from the transmogrification of copper amulet 'Lightsmash'.
You gain 1.90 gold from the transmogrification of vision rune (radius 14; dur 29; see animal).
You gain 2.51 gold from the transmogrification of shielding rune of the titan (absorb 1413 for 8 turns).
You gain 2.95 gold from the transmogrification of phase door rune (range 10; power 39; dur 7).
You gain 1.23 gold from the transmogrification of manasurge rune of the titan (3021% regen over 10 turns; 151 instant mana).
You gain 2.90 gold from the transmogrification of lightning rune (688 lightning damage).
You gain 3.30 gold from the transmogrification of invisibility rune (power 14 for 12 turns).
You gain 2.09 gold from the transmogrification of heat beam rune (394 fire damage).
You gain 4.00 gold from the transmogrification of controlled phase door rune (range 10).
You gain 4.00 gold from the transmogrification of controlled phase door rune (range 10).
You gain 1.50 gold from the transmogrification of wild infusion of the wizard (resist 64%; cure magical).
You gain 1.00 gold from the transmogrification of wild infusion (resist 30%; cure physical).
You gain 1.00 gold from the transmogrification of wild infusion (resist 25%; cure mental).
You gain 0.67 gold from the transmogrification of sun infusion (rad 9; power 22; turns 4; dispells darkness).
You gain 0.67 gold from the transmogrification of sun infusion (rad 10; power 22; turns 4; dispells darkness).
You gain 1.25 gold from the transmogrification of healing infusion of the titan (heal 945).
There is a portal back here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Meteoric Uniques deactivates Essence of Speed.
Meteoric Uniques deactivates Stone Skin.
Meteoric Uniques deactivates Crystalline Focus.
Meteoric Uniques deactivates Arcane Feed.
Meteoric Uniques deactivates Elemental Harmony.
Meteoric Uniques deactivates Skate.
Meteoric Uniques deactivates Beyond the Flesh.
Meteoric Uniques deactivates Striking Stance.
Meteoric Uniques deactivates Arcane Combat.
Meteoric Uniques deactivates Chant of Fortitude.
