











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Possessor Bonus Class 1.5.4Donators/Buyers bonus! High Guard 1.5.10Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net Items Vault 1.5.0Donators/Buyers bonus! Spell Blade Class 1.5.10Adds a new class into the game, a mage warrior hybrid. There can never be enough hybrid classes, right? The Spell Blade is a warrior that uses magic in order to enforce their attacks with destructive spells. v2.0 is a revamped version and is incompatible with old save files (too many talents were changed to work in a different way). Contains 6 new categories. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Adjustable Levelup 1.5.10Allows modification of gains for stats, resources, experience gain, category points, and prodigy points. If you would like to be able to modify other values post them in the comments. UPDATE: I've added the ability to modify stat and level maximums. I have also added the ability to customize which levels stats, talents, talent types, and prodigies are gained at. This allows for alternative leveling schemes such as gaining 2 class points on every even level and 2 generic points every odd level. For example, the max/milestone level could be set to 100, xp gain at 300, and all intervals doubled with alternating offsets for a faster early game, a slower late game, and increased potential for early game specialization. NOTE: All options are accessed after loading a character through the game options window under a new Levelup tab. They will only appear for characters created after the addon is enabled. UPDATE: I've added the ability to toggle unlearning of prodigies and stats. I've also reworked some of the internals to improve compatibility with future changes. Restart Sustains 1.0.5Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: TS Inventory Squelching 1.5.10Clear up inventory clutter and focus on the items that matter. This addon allows you to hide items that aren't any use to your character so you can carefully inspect those that do, and suffer from less inventory fatigue over the course of a playthrough. This addon adds an extra dialog which is opened using Ctrl+D by default. The options should be fairly self-explanatory and mostly cover squelching individual item types, along with a few options useful to antimagic and undead characters, as well as the ability to squelch the mostly useless white items. Note that these options are tied to your character, so you'll need to set this up for each character you create. It also only applies to the transmogrification chest tab in your inventory; squelched items get their own special tab due to a variety of technical details. Items will be shown when they are picked up in the log, and artifacts will still show their lore popups. Squelched items will also be transmogrified when you leave the level, as normal. Directly copied from yrriban's addon, but updated to work for characters with Tinkers and with a few more squelching options. |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Archer |
| Level / Exp | 55 / 142% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 111 (base 61) |
| Dexterity | 155 (base 76) |
| Constitution | 87 (base 61) |
| Magic | 27 (base 10) |
| Willpower | 78 (base 61) |
| Cunning | 89 (base 38) |
Resources
| Life | 2066/2066 |
| Stamina | 554/554 |
| Equilibrium | 20 |
| Healing Factor | 1.8094163424125 |
| Regeneration | 40.078571984437 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 9 |
| See Stealth | 76.955545917352 |
| See Invisible | 76.955545917352 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 324 |
| Accuracy | 94 |
| Crit Chance | 36% |
| APR | 39 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Mind
| Mindpower | 73 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +29% |
| Nature | +17% |
| Fire | +45% |
| Cold | +47% |
| All | +14% |
Offense: Damage Penetration
| Blight | +20% |
| Nature | +10% |
| Fire | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 19 (77.416974169742%) |
| Defense | 71 |
| Ranged Defense | 80 |
| Fatigue | 0 |
| Physical Save | 65 |
| Spell Save | 67 |
| Mental Save | 66 |
Defense: Resistances
| Acid | + 34%( 70%) |
| Blight | + 24%( 70%) |
| Arcane | + 26%( 70%) |
| Cold | + 33%( 70%) |
| All | + 22%( 70%) |
| Lightning | + 34%( 70%) |
| Light | + 6%( 80%) |
| Mind | + 27%( 70%) |
| Physical | + 24%( 70%) |
| Darkness | + 45%( 70%) |
| Fire | + 52%( 70%) |
| Nature | + 34%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 59% |
| Knockback Resistance | 31% |
| Confusion Resistance | 10% |
| Stun Resistance | 100% |
| Pinning Resistance | 32% |
| Poison Resistance | 10% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 627 life over 5 turns. Its effects scale with your Strength 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 650 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 334 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 917 damage for 7 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Munitions | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Archery training | 1.70 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Technique / Archery prowess | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.00 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Reflexes | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Technique / Combat training | 1.70 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Elemental Harmony |
| talent | Venomous Ammunition |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved Willpower by +1. | done |
You successfully escorted the temporal explorer to the recall portal on level 8 of Dreadfell. Escort: temporal explorer (level 8 of Dreadfell)As a reward you improved Willpower by +1. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Dreadfell. Escort: worried loremaster (level 2 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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 upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 869. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * You've found the needed hummerhorn wing. * You've found the needed bloated horror heart. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed skeleton mage skull. * You've found the needed bear paw. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | restorative pair of drakeskin leather boots of rushing (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Str / +4 Con Life regen: +2.90 Healing mod.: +21% It can be used to activate talent Rush, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Quiver | quiver of dragonbone arrows 'Hettegorn' (50/50, 75.5-105.7 power, 26 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 75.5 - 105.7 Uses stats: 40% Wil, 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +26 Crit. chance: +7.0% Capacity: 50 Turns elapse between self-loadings: 3 On weapon hit: * 23% chance to disease Damage (Ranged): +12 blight / +4 physical Burst (radius 2) on crit: +8 physical Arrows are used with bows to pierce your foes to death. |
| Light source | Getyblek the LightmistressCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +3 Str / +5 Dex / +4 Wil / +3 Con Reduces incoming crit damage: 15.00% Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Wildhack (10 def, 7 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +7 Defense: +10 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +5% Changes stats: +15 Str / +12 Dex / +5 Cun / +5 Con Changes resistances: +15% lightning / +9% darkness / +13% fire / +15% acid / +2% physical / +6% mind / +14% cold / +5% arcane / -40% light Changes damage: +3% nature Disarm immunity: +10% Life regen: +7.30 A cap made of leather. |
| Tool | Mayamiwyn the Vilebliss (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +6 Physical power: +8 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 nature Changes stats: +2 Str Changes resistances: +15% nature Changes resistances penetration: +10% nature / +10% fire Changes damage: +18% fire Critical mult.: +15.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | gold ring 'Xerewe'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +16 (+3 eff.) Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 4 mind Changes resistances: +3% blight Changes damage: +5% all Critical mult.: +10.00% Disarm immunity: +28% Pinning immunity: +32% Knockback immunity: +31% Maximum life: +25.00 Maximum hate: +2.00 Spellpower: +16 (+7 eff.) Mindpower: +16 (+4 eff.) Mental crit. chance: +2% Rings can have magical properties. |
| On fingers | Layulle the gold ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +20 (+4 eff.) Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +13 Cun / +15 Dex Changes resistances: +26% fire Changes damage: +13% fire Blindness immunity: +20% Poison immunity: +10% Stun/Freeze immunity: +10% Rings can have magical properties. |
| Around waist | Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+4 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 18 power out of 30/30) : Effective talent level: 4.8 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 40% chance to evade melee and ranged attacks and 74 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In main hand | Salobeth the dragonbone longbowRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +23 cold When wielded/worn: Changes stats: +3 Dex / +3 Wil / +4 Cun / +3 Con Changes resistances penetration: +20% blight Changes damage: +33% cold Light radius: +2 Longbows are used to shoot arrows at your foes. |
| On hands | steady rough leather gloves of dexterity (+3) (0 def, 1 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +17 (+3 eff.) Armour: +1 Changes stats: +3 Dex Physical save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +21% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | troll-hide hardened leather armour (3 def, 6 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +8% Life regen: +4.20 Maximum life: +33.00 Healing mod.: +15% A suit of armour made of leather. |
| Cloak | Radiance (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 (+3 eff.) Damage when hit (Melee): 30 blinding light Changes stats: +10 Dex / +8 Mag / +6 Cun Changes resistances: +20% light / +20% darkness Changes resistances cap: +10% light Changes damage: +15% light Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Radiance +0.20 Spell / Phantasm +0.20 Celestial / Light Spellpower: +8 (+4 eff.) It can be used to activate talent Barrier (costing 24 power out of 40/40) : Effective talent level: 3.6 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A protective shield forms around you that lasts for up to 10 turns and negates 196 damage. The total damage the barrier can absorb will increase with your Spellpower. This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
| Around neck | savior's stralite amulet of dexterity (+6)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Dex Physical save: +13 (+3 eff.) Spell save: +14 (+3 eff.) Mental save: +14 (+4 eff.) Amulets can have magical properties. |
Inventory
Primal Infusion (affinity 19%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 19% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the sneak (heal 245)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 245 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.movement infusion (712% speed; 8 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 712% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.sun infusion (rad 9; power 21; turns 4; dispels darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 9 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 4 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (462.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 526.68 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 89 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 89 damage for 6 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
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. |
DourstingerCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 8 darkness Changes resistances: +12% darkness / +6% acid Changes damage: +3% darkness / +9% acid Talent mastery: +0.12 Technique / Marksmanship Amulets can have magical properties. |
copper amulet of mastery (0.10 Technique / Archery prowess)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.10 Technique / Archery prowess Amulets can have magical properties. |
gold amulet 'Fuloregohell'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +16 Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 16 mind / 12 temporal Changes resistances: +15% mind / +6% temporal Changes damage: +6% temporal Critical mult.: +14.00% Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 6 power out of 26/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+3 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
sneakthief's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +8 Cun / +7 Dex Life regen: +1.70 Maximum life: +50.00 Healing mod.: +24% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.inquisitor's voratun battleaxe of massacre (75.5-113.25 power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 75.5 - 113.3 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 24 arcane resource burn On weapon crit: * burns latent spell energy Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.plaguebringer's voratun battleaxe of crippling (56-84 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.0 - 84.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 28% chance to disease On weapon crit: * cripple the target Damage (Melee): +24 blight When wielded/worn: Physical crit. chance: +19.0% Disease immunity: +45% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.plaguebringer's voratun battleaxe of torment (58-87 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.0 - 87.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 27% chance to disease * 20% chance to torment the target Damage (Melee): +19 blight When wielded/worn: Changes resistances penetration: +17% mind / +19% darkness Disease immunity: +34% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.Dazzleworm the voratun greatmaul (86-129 power, 4 apr) Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 86.0 - 129.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour penetration: +5 Physical crit. chance: +7.0% Physical power: +8 (+1 eff.) Armour: +6 Defense: +10 (+2 eff.) Ranged Defense: +10 (+2 eff.) Effects on melee hit: * 33% chance to blind Changes stats: +5 Cun / +3 Wil Changes resistances penetration: +20% light Massive two-handed mauls. |
dragonbone longbow 'Yaryrab'Requires: - Dexterity 48 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Changes stats: +2 Dex / +5 Con Changes resistances: +5% arcane / +6% temporal Talent mastery: +0.30 Wild-gift / Fungus Spell save: +3 (+0 eff.) Light radius: +2 It can be used to regenerate 332 life over 5 turns, putting all charms on cooldown for 12 turns. Longbows are used to shoot arrows at your foes. |
elven-wood longbow 'Durosus'Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Mind Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 On weapon hit: * 40% chance to cause random gloom * 20% chance to disease Burst (radius 1) on hit: +4 mind When wielded/worn: Physical power: +17 (+3 eff.) Changes stats: +8 Str Changes resistances: +3% mind Changes resistances penetration: +51% physical Changes damage: +6% mind / +54% physical Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.glacial voratun longsword of massacre (53.5-74.9 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 53.5 - 74.9 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +14 ice When wielded/worn: Armour: +13 Changes resistances penetration: +13% cold Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.blazebringer's voratun mace of massacre (60-84 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 60.0 - 84.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Burst (radius 2) on crit: +11 fire When wielded/worn: Changes resistances penetration: +12% fire Global speed: +5% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.penetrating drakeskin leather sling of true flight Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +11.0% Changes resistances penetration: +18% physical Damage Shield penetration: +44% Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.runic drakeskin leather sling Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). When wielded/worn: Changes stats: +6 Mag Changes damage: +11% arcane Spellpower: +11 (+5 eff.) Slings are used to hurl stones or metal shots at your foes. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stats: 130% Mag, 40% Wil Damage type: Arcane 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 (+18 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 120 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
This item will automatically be transmogrified when you leave the level.ethereal dragonbone magestaff of warding (30-36 power, 6 apr, lightning element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +7 Defense: +22 (+5 eff.) Damage (Melee): 9 % chance of confusion Maximum wards: +2 lightning Changes damage: +30% lightning Talents granted: +4 Ward +1 Command Staff Spellpower: +21 (+9 eff.) Spell crit. chance: +5% Damage Shield penetration: +38% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.elemental orichalcum trident of massacre (69-110.4 power, 16 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 69.0 - 110.4 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances penetration: +20% acid / +20% fire / +20% lightning / +16% cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.blazebringer's voratun waraxe of nature (39-54.6 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Burst (radius 2) on crit: +18 fire When wielded/worn: Changes resistances: +7% all Changes resistances penetration: +12% nature / +12% fire Global speed: +4% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.truestriking voratun waraxe of erosion (39-54.6 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +13 nature / +16 temporal When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +14 Changes resistances penetration: +12% physical One-handed war axes. |
murderer's cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +5 Defense: +2 (+0 eff.) Changes stats: +3 Cun / +2 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.restorative elven-silk cloak of backstabbing (3 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +9 Defense: +3 (+0 eff.) Changes resistances: +16% nature / +17% blight Critical mult.: +21.00% Stealth bonus: +14 Life regen: +1.80 Healing mod.: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.dreamer's elven-silk robe of alchemy (5 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +18% acid / +17% physical / +20% darkness / +17% fire / +19% mind / +20% cold Changes damage: +13% acid / +13% physical / +12% fire / +11% cold Talent cooldown: Refit Golem (-6 turns) Physical save: +15 (+4 eff.) Spell save: +15 (+3 eff.) Mental save: +37 (+9 eff.) 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. |
Lustrewoe the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 12 light Changes stats: +4 Str / +3 Con Changes resistances: +18% light / +6% darkness Changes damage: +3% darkness Light radius: +2 It can be used to activate talent Rush, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.dreamer's pair of drakeskin leather boots of speed (0 def, 5 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Physical save: +10 (+2 eff.) Spell save: +13 (+3 eff.) Mental save: +13 (+3 eff.) Movement speed: +20% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.dreamer's pair of voratun boots of strife (0 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +5 Con / +5 Wil Changes resistances penetration: +9% physical Physical save: +14 (+3 eff.) Spell save: +12 (+3 eff.) Mental save: +15 (+4 eff.) Mindpower: +7 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 31 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.dreamer's pair of voratun boots of tirelessness (0 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Physical save: +12 (+3 eff.) Spell save: +13 (+3 eff.) Mental save: +14 (+4 eff.) Stamina each turn: +1.10 Maximum stamina: +29.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.restorative pair of drakeskin leather boots of uncanny dodging (5 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +5 (+1 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +5% Life regen: +3.80 Healing mod.: +25% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.stone warden's voratun gauntlets of dispersion (0 def, 20 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +20 Armour Hardiness: +15% Damage (Melee): 13 arcane Changes stats: +7 Mag / +7 Wil / +14 Con Changes resistances: +8% arcane / +7% physical It can be used to activate talent Disperse Magic, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 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. Metal gloves protecting the hands up to the middle of the lower arm. |
miner's drakeskin leather cap of the bounder (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +7 Fatigue: +5% Changes stats: +7 Str / +6 Dex Infravision radius: +3 A cap made of leather. |
This item will automatically be transmogrified when you leave the level.miner's voratun helm of strength (+8) (0 def, 11 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Fatigue: +5% Changes stats: +8 Str Infravision radius: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.psion's elven-silk wizard hat of decomposition (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes resistances: +3% lightning / +7% temporal / +5% light / +6% fire / +8% nature / +7% acid / +6% blight / +6% cold / +15% mind / +6% darkness Changes damage: +15% mind Physical save: +8 (+2 eff.) Mental save: +20 (+5 eff.) Maximum psi: +28.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
stabilizing rough leather cap of the depths (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +7% cold Allows you to breathe in: water Physical save: +10 (+2 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level.thaloren drakeskin leather cap (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Wil Changes resistances: +9% blight Mental save: +12 (+3 eff.) A cap made of leather. |
thaloren hardened leather cap of trickery (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +3% Changes stats: +3 Dex / +5 Wil / +3 Cun Changes resistances: +5% blight Mental save: +9 (+2 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level.thaloren voratun helm (0 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Wil Changes resistances: +9% blight Mental save: +9 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.searing voratun mail armour of acid resistance (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Damage (Melee): 12 acid / 23 fire Damage when hit (Melee): 10 acid / 13 fire Changes resistances: +43% acid / +25% fire A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.duelist's drakeskin leather armour of natural resilience (13 def, 16 armour) Requires: - Strength 20 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +16 Defense: +13 (+3 eff.) Fatigue: +8% Changes stats: +10 Cun / +8 Dex Changes resistances: +18% nature / +18% blight Reduced damage from: +11% Unnatural A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.searing drakeskin leather armour (5 def, 8 armour) Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Damage (Melee): 18 acid / 19 fire Damage when hit (Melee): 15 acid / 12 fire Changes resistances: +29% acid / +23% fire A suit of armour made of leather. |
troll-hide rough leather armour of the deep (1 def, 4 armour)Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +6% Changes resistances: +6% acid / +6% cold Allows you to breathe in: water Life regen: +3.30 Maximum life: +30.00 Healing mod.: +10% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.hardened voratun plate armour of lightning resistance (9 def, 25 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +25 Defense: +9 (+2 eff.) Fatigue: +26% Changes resistances: +7% acid / +10% physical / +12% cold / +35% lightning / +11% fire A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.searing voratun plate armour of implacability (9 def, 26 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Defense: +9 (+2 eff.) Fatigue: +18% Damage (Melee): 23 acid / 19 fire Damage when hit (Melee): 14 acid / 14 fire Changes resistances: +22% acid / +22% fire Physical save: +12 (+3 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.Unsetting Sun (16 def, 20 armour, 280 block) Requires: - Strength 40 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 It is part of a set of items. Glows brightly in the light of dawn. When wielded/worn: Armour: +20 Defense: +16 (+4 eff.) Ranged Defense: +17 (+4 eff.) Fatigue: +14% Changes resistances: +30% blight / +30% darkness Talent granted: +5 Block Spell save: +19 (+4 eff.) Light radius: +2 When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
This item will automatically be transmogrified when you leave the level.corrosive voratun shield (12 def, 3 armour, 204.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects when hit in melee: * 16% chance to corrode armour by 30% Changes stats: +2 Con Changes resistances: +18% acid Talent granted: +5 Block Handheld deflection devices. |
Ravenbringer (21/21, 32-44.8 power, 10 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 32.0 - 44.8 Uses stats: 40% Wil, 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +13.0% Capacity: 21 On weapon hit: * 40% chance to inflict 15% damage reduction On weapon crit: * cripple the target Damage (Ranged): +8 fire / +12 darkness Burst (radius 1) on hit: +24 darkness / +12 fire Burst (radius 2) on crit: +4 fire Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.hateful quiver of dragonbone arrows of amnesia (23/23, 56-78.4 power, 18 apr) Requires: - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 56.0 - 78.4 Uses stats: 40% Wil, 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 23 On weapon hit: * 25% chance to put talents on cooldown Damage (Ranged): +45 darkness Damage against: +23% Living Arrows are used with bows to pierce your foes to death. |
222 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. |
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. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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. |
10 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. |
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 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 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. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 60 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
60 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
5 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
12 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 (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 122 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), 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. |
This item will automatically be transmogrified when you leave the level.void dragonbone wand of conjuration [power 481] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Talent granted: +4 Void Blast It can be used to fire a bolt of a random element with (base) damage 240 to 481, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
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. |
4 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
13 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. |
15 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. |
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.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By Carie the Dwarf Archer level 32
32nd Steel 123rd year of Ascendancy at 18:37 see stats
Against all odds (Roguelike)
Killed Ukruk in the ambush.By Carie the Dwarf Archer level 31
29th Iron 123rd year of Ascendancy at 16:13 see stats
Arachnophobia (Roguelike)
Destroyed the spydric menace.By Carie the Dwarf Archer level 34
45th Steel 123rd year of Ascendancy at 19:22 see stats
Are you out of your mind?! (Roguelike)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Carie the Dwarf Archer level 36
28th Gold 123rd year of Ascendancy at 14:33 see stats
Back and there again (Roguelike)
Opened a portal to the Far East from Maj'Eyal.By Carie the Dwarf Archer level 41
4th Wealth 123rd year of Ascendancy at 08:23 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By Carie the Dwarf Archer level 34
44th Steel 123rd year of Ascendancy at 17:10 see stats
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Carie the Dwarf Archer level 32
38th Steel 123rd year of Ascendancy at 17:01 see stats
Clone War (Roguelike)
Destroyed your own Shade.By Carie the Dwarf Archer level 38
14th Stralite 123rd year of Ascendancy at 21:13 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Carie the Dwarf Archer level 12
26th Profit 122nd year of Ascendancy at 12:47 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By Carie the Dwarf Archer level 33
41st Steel 123rd year of Ascendancy at 04:55 see stats
Don't Poosh it! (Roguelike)
Killed Kelad in the lost land of Poosh.By Carie the Dwarf Archer level 26
19th Loss 122nd year of Ascendancy at 07:22 see stats
Dragon's Greed (Roguelike)
Amassed 8000 gold pieces.By Carie the Dwarf Archer level 40
3rd Wealth 123rd year of Ascendancy at 20:18 see stats
Evil denied (Roguelike)
Won ToME by preventing the Void portal from opening.By Carie the Dwarf Archer level 55
21st Dearth 123rd year of Ascendancy at 01:42 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Carie the Dwarf Archer level 17
7th Wealth 122nd year of Ascendancy at 11:27 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Carie the Dwarf Archer level 32
17th Steel 123rd year of Ascendancy at 12:30 see stats
Fear me not! (Roguelike)
Survived the Fearscape!By Carie the Dwarf Archer level 32
30th Steel 123rd year of Ascendancy at 05:10 see stats
Fear of Fours (Roguelike)
Killed all four bosses of the Slime Tunnels.By Carie the Dwarf Archer level 47
18th Dearth 123rd year of Ascendancy at 06:14 see stats
Gem of the Moon (Roguelike)
Completed the Master Jeweler quest with Limmir.By Carie the Dwarf Archer level 42
13rd Wealth 123rd year of Ascendancy at 21:19 see stats
Guiding Hand (Roguelike)
Saved all escorted adventurers.By Carie the Dwarf Archer level 32
38th Steel 123rd year of Ascendancy at 04:00 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Carie the Dwarf Archer level 19
13rd Wealth 122nd year of Ascendancy at 04:05 see stats
I cleared the room of death and all I got was this lousy achievement! (Roguelike)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Carie the Dwarf Archer level 37
28th Gold 123rd year of Ascendancy at 20:01 see stats
Invasion from the Depths (Roguelike)
Stopped a naga invasion by closing their portal.By Carie the Dwarf Archer level 41
11st Wealth 123rd year of Ascendancy at 06:13 see stats
Level 10 (Roguelike)
Got a character to level 10.By Carie the Dwarf Archer level 10
10th Profit 122nd year of Ascendancy at 02:18 see stats
Level 20 (Roguelike)
Got a character to level 20.By Carie the Dwarf Archer level 20
19th Wealth 122nd year of Ascendancy at 15:38 see stats
Level 30 (Roguelike)
Got a character to level 30.By Carie the Dwarf Archer level 30
27th Iron 123rd year of Ascendancy at 23:09 see stats
Level 40 (Roguelike)
Got a character to level 40.By Carie the Dwarf Archer level 40
1st Wealth 123rd year of Ascendancy at 14:09 see stats
Level 50 (Roguelike)
Got a character to level 50.By Carie the Dwarf Archer level 50
21st Dearth 123rd year of Ascendancy at 00:07 see stats
Lucky Girl (Roguelike)
Saved Melinda again and invited her to the Fortress to cure her.By Carie the Dwarf Archer level 28
22nd Iron 123rd year of Ascendancy at 11:43 see stats
Oozemancer (Roguelike)
Destroyed the corrupted oozemancer.By Carie the Dwarf Archer level 39
17th Profit 123rd year of Ascendancy at 03:07 see stats
Orcrist (Roguelike)
Killed the leaders of the Orc Pride.By Carie the Dwarf Archer level 46
17th Dearth 123rd year of Ascendancy at 09:10 see stats
Race through fire (Roguelike)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Carie the Dwarf Archer level 43
20th Wealth 123rd year of Ascendancy at 09:53 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Carie the Dwarf Archer level 11
12nd Profit 122nd year of Ascendancy at 09:46 see stats
Savior of the damsels in distress (Roguelike)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Carie the Dwarf Archer level 25
9th Loss 122nd year of Ascendancy at 15:28 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By Carie the Dwarf Archer level 30
29th Iron 123rd year of Ascendancy at 13:37 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Carie the Dwarf Archer level 24
9th Loss 122nd year of Ascendancy at 02:53 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By Carie the Dwarf Archer level 33
41st Steel 123rd year of Ascendancy at 06:07 see stats
Squadmate (Roguelike)
Escaped from Reknor alive with your squadmate Norgan.By Carie the Dwarf Archer level 5
19th Voratun 122nd year of Ascendancy at 09:42 see stats
Tactical master (Roguelike)
Fought the two Sorcerers without closing any invocation portals.By Carie the Dwarf Archer level 52
21st Dearth 123rd year of Ascendancy at 01:41 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Carie the Dwarf Archer level 9
3rd Profit 122nd year of Ascendancy at 04:27 see stats
The Legend of Garkul (Roguelike)
Learned the five chapters of the Legend of Garkul.By Carie the Dwarf Archer level 46
17th Dearth 123rd year of Ascendancy at 11:18 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Carie the Dwarf Archer level 23
42nd Dearth 122nd year of Ascendancy at 05:15 see stats
The bigger the better! (Roguelike)
Did over 3000 damage in one attack.By Carie the Dwarf Archer level 35
28th Gold 123rd year of Ascendancy at 08:36 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Carie the Dwarf Archer level 13
42nd Profit 122nd year of Ascendancy at 19:30 see stats
There and back again (Roguelike)
Opened a portal to Maj'Eyal from the Far East.By Carie the Dwarf Archer level 39
25th Stralite 123rd year of Ascendancy at 14:28 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Carie the Dwarf Archer level 23
42nd Dearth 122nd year of Ascendancy at 02:58 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Carie the Dwarf Archer level 24
8th Loss 122nd year of Ascendancy at 22:56 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Carie the Dwarf Archer level 14
1st Wealth 122nd year of Ascendancy at 12:14 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Carie the Dwarf Archer level 30
29th Iron 123rd year of Ascendancy at 13:38 see stats
Log
You pickup 0.75 gold pieces.
You pickup 0.70 gold pieces.
Resting starts...
Rested for 68 turns (stop reason: all resources and life at maximum).
Carie picks up (S.): searing voratun mail armour of acid resistance (5 def, 10 armour).
Ran for 2 turns (stop reason: interesting terrain).
Carie picks up ( .): void dragonbone wand of conjuration [power 481] (6 cooldown).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 6 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Carie picks up (H.): dreamer's pair of drakeskin leather boots of speed (0 def, 5 armour).
Ran for 2 turns (stop reason: interesting terrain).
There is a Unremarkable cave here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You enter the swirling portal and in the blink of an eye you set foot on the Far East, with no trace of the portal...
Saving game...
Saving done.
Carie deactivates Elemental Harmony.
Carie deactivates Venomous Ammunition.















































































































































