











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.5.0Official Expansion!Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Embers of Rage 1.5.0Official Expansion!Quick Drown NPCs AOE 1.5.10 Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 50 / 2259% |
| Size | huge |
| Lifes / Deaths | Killed by Salyssra the slaver at level 21 on the 8th Regrowth 123rd year of Ascendancy at 04:02 1 / 6Killed by Lisitira the skeleton warrior at level 27 on the 70th Regrowth 123rd year of Ascendancy at 10:18 Killed by Gluda the skeleton assassin at level 27 on the 71st Regrowth 123rd year of Ascendancy at 03:24 Killed by Zubuna the skeleton warrior at level 29 on the 23rd Pyre 123rd year of Ascendancy at 05:35 Killed by Betusevena the orc blood mage at level 39 on the 35th Dusk 123rd year of Ascendancy at 12:51 Killed by Xildatta the orc cryomancer at level 40 on the 40th Dusk 123rd year of Ascendancy at 11:40 |
Primary Stats
| Strength | 87 (base 27) |
| Dexterity | 121 (base 60) |
| Constitution | 46 (base 13) |
| Magic | 25 (base 14) |
| Willpower | 85 (base 66) |
| Cunning | 105 (base 60) |
Resources
| Life | 1363/1363 |
| Mana | 0/769 |
| Stamina | 292/292 |
| Healing Factor | 1.25 |
| Regeneration | 15.0625 |
Speed
| Mental | +16% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 7 |
| Infravision | 18 |
| See Stealth | 70.74674930024 |
| See Invisible | 84.74674930024 |
Offense: Mainhand
| Damage | 269 |
| Accuracy | 94 |
| Crit Chance | 121% |
| APR | 76 |
| Speed | 0.60 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 51% |
| Speed | 1 |
Offense: Mind
| Mindpower | 68 |
| Crit Chance | 52% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +18% |
| Blight | +18% |
| Arcane | +33% |
| Mind | +15% |
| All | +9% |
| Lightning | +18% |
| Physical | +24% |
| Fire | +20% |
| Darkness | +24% |
Offense: Damage Penetration
| Acid | +10% |
| Blight | +15% |
| Physical | +110% |
| Mind | +25% |
| All | 0% |
| Lightning | +20% |
| Darkness | +5% |
| Arcane | +33% |
| Nature | +35% |
Defense: Base
| Armour (hardiness) | 70.235359554753 (98.681318681319%) |
| Defense | 44 |
| Ranged Defense | 48 |
| Fatigue | 41 |
| Physical Save | 65 |
| Spell Save | 56 |
| Mental Save | 69 |
Defense: Resistances
| Acid | + 65%( 70%) |
| Blight | + 36%( 70%) |
| Arcane | + 26%( 70%) |
| Cold | + 70%( 70%) |
| All | + 22%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 41%( 70%) |
| Physical | + 47%( 70%) |
| Darkness | + 55%( 70%) |
| Fire | + 70%( 70%) |
| Mind | + 33%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 25% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 61% |
| Disarm Resistance | 65% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 60% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 791 damage for 6 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 791 damage for 6 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 12. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 11. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Munitions | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 3/5 |
| Technique / Archery training | 1.60 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.60 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Technique / Agility | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 2/5 |
| 2/5 |
| 4/5 |
| 1/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Technique / Combat training | 1.60 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Precise Strikes |
| talent | Piercing Ammunition |
| talent | Rapid Shot |
| talent | Intuitive Shots |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
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 contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! 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 warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the lost warrior from death by carrion worm mass. Escort: lost warrior (level 2 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Ivessra the cave troll. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost warrior from death by Ce'Nida the giant yellow ant. Escort: lost warrior (level 3 of Old Forest) | failed |
You failed to protect the lost warrior from death by Wrathroot. Escort: lost warrior (level 4 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Unflinching Resolve (+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 Unflinching Resolve (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You 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 |
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: 3359. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle | active |
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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | 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 within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Chamonarikan the Thunderspawner (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Armour: +5 Fatigue: -4% Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +15% lightning Changes resistances penetration: +10% acid / +15% physical Changes damage: +9% acid / +9% lightning Maximum encumbrance: +34 Physical save: +21 (+5 eff.) Spell save: +13 (+4 eff.) Mental save: +12 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | pouch of voratun shots 'Bilepyre' (22/22, 180% power, 17 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 180% Range: 1.2x Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Blight Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +17 Crit. chance: +14.0% Capacity: 22 On weapon hit: * 47% chance to cause random gloom * Slows global speed by 20% * 47% chance to disease * 25% chance to put talents on cooldown On weapon crit: * splashes the target with acid Travel speed: +200% Damage (Ranged): +20 acid Burst (radius 1) on hit: +25 fire Burst (radius 2) on crit: +8 nature / +4 blight Shots are used with slings to pummel your foes to death. |
| Light source | SpiderwillInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +2 Changes resistances: +3% physical Changes resistances penetration: +15% nature / +25% physical Changes damage: +15% physical Critical mult.: +9.00% Mental save: +15 (+4 eff.) Life regen: +0.80 Only die when reaching: -97.00 life Light radius: +4 See stealth: +25 See invisible: +23 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | drakeskin leather cap 'Turibers' (0 def, 11 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Physical power: +5 (+1 eff.) Armour: +11 Fatigue: +5% Changes stats: +5 Str / +10 Dex / +5 Con Changes resistances: +25% darkness Changes resistances penetration: +25% physical Changes damage: +6% arcane Physical save: +25 (+6 eff.) Life regen: +0.80 Only die when reaching: -20.00 life Infravision radius: +8 A cap made of leather. |
| On hands | voratun gauntlets 'Taintvalor' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +12 Physical crit. chance: +20.0% Armour: +3 Damage (Melee): 15 fire Damage when hit (Melee): 8 nature Changes stats: +9 Cun / +9 Dex Changes resistances: +3% darkness / +10% fire Changes resistances penetration: +5% darkness / +20% nature Changes damage: +11% fire Critical mult.: +13.00% Spell crit. chance: +19% Mental crit. chance: +19% It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 4.8 Power cost: 18 out of 20/20. Range: 10 Travel Speed: instantaneous Description: Fire a steady shot, doing 178% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | dwarven-steel pickaxe 'Turuharaldil' (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +7 Physical power: +7 (+1 eff.) Changes stats: +2 Str Changes resistances: +15% cold Critical mult.: +16.00% Reduces incoming crit damage: 15.00% Spell save: +9 (+3 eff.) Mental save: +15 (+4 eff.) Blindness immunity: +15% Disarm immunity: +25% Stun/Freeze immunity: +25% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Combat training +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Unarmed training +0.30 Technique / Thuggery +0.30 Technique / Shield defense +0.30 Technique / Two-handed weapons +0.30 Technique / Archery prowess +0.30 Technique / Archery excellence +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Shield offense +0.30 Technique / Superiority +0.30 Technique / Pugilism +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
| On fingers | Demonrot the voratun ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 18% chance to cause random gloom * 30% chance to inflict 15% damage reduction Damage (Melee): 25 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 20 bleed Changes stats: +8 Cun Changes resistances: +22% acid / +15% darkness / +13% fire / +24% cold / +6% mind / +30% lightning Changes resistances penetration: +15% mind Physical save: +18 (+4 eff.) Spell save: +18 (+5 eff.) Mental save: +16 (+4 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +13.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings can have magical properties. |
| Around neck | XanebrethraInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +4 (+1 eff.) Changes stats: +10 Str / +6 Con Changes resistances: +15% physical Physical save: +20 (+5 eff.) Blindness immunity: +46% Confusion immunity: +15% Knockback immunity: +20% Life regen: +3.00 Stamina each turn: +1.00 Maximum life: +80.00 Infravision radius: +10 Sight radius: +2 See invisible: +10 Amulets can have magical properties. |
| In main hand | drakeskin leather sling 'Murksear'Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Power: 65% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 Travel speed: +200% Burst (radius 1) on hit: +2 mind Burst (radius 2) on crit: +2 darkness When wielded/worn: Changes stats: +8 Cun / +7 Dex Changes resistances: +9% mind Changes resistances penetration: +10% mind / +25% physical Changes damage: +15% darkness / +6% mind See invisible: +6 Slings are used to hurl stones or metal shots at your foes. |
| Around waist | drakeskin leather belt 'Demonhue'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +29 (+6 eff.) Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 12 darkness Changes resistances: +10% acid / +12% blight / +10% fire / +10% cold / +10% lightning Changes resistances penetration: +15% blight Changes damage: +9% blight Critical mult.: +12.00% Spell save: +29 (+8 eff.) Size category: +2 A belt that goes around your waist. |
| In off hand | impervious voratun shield of crushing (12 def, 14 armour, 100% power, 309 block)Requires: - Dexterity 48 - Talent Agile Defense (level 1) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 186% Range: 1.2x Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +309 On weapon crit: * smash the target with your shield crippling them When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Armour: +14 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Changes stats: +7 Con Talent granted: +5 Block Physical save: +9 (+2 eff.) Handheld deflection devices. |
| Cloak | Arthokath (11 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +22 (+4 eff.) Armour penetration: +23 Defense: +11 (+4 eff.) Effects on melee hit: * Slows global speed by 30% Changes resistances: +9% acid / +24% fire / +25% light / +6% blight Critical mult.: +48.00% Stealth bonus: +36 Mental crit. chance: +1% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | voratun plate armour 'Blastjustice' (9 def, 16 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Changes stats: +6 Str / +9 Wil / +9 Cun / +4 Con Changes resistances: +15% acid / +15% physical / +17% lightning / +12% fire / +6% arcane / +13% cold Changes resistances penetration: +20% lightning / +33% arcane Changes damage: +18% arcane Talent cooldown: Rush (-5 turns) Mental save: +18 (+5 eff.) Disarm immunity: +40% Stun/Freeze immunity: +38% Knockback immunity: +40% Life regen: +7.20 Stamina each turn: +2.50 A suit of armour made of metal plates. |
Inventory
Rune of the Rift (490.00 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 534.10 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. |
controlled phase door rune of the titan (range 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 11. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the warrior (range 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 13. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+4 eff.) Mental save: +18 (+5 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 9 power out of 48/48) : Effective talent level: 5.2 Power cost: 9 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 316.49 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
RunethelPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +11 (+4 eff.) Changes stats: +7 Dex Changes resistances: +6% blight / +15% temporal Changes resistances cap: +5% all Changes damage: +12% blight / +10% fire / +6% mind Critical mult.: +19.00% Physical save: +26 (+6 eff.) Spell save: +9 (+3 eff.) Mental save: +3 (+1 eff.) Disease immunity: +5% Spellpower: +9 (+5 eff.) Amulets can have magical properties. |
gold amulet 'Hathorain'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +13 Physical power: +7 (+1 eff.) Changes stats: +1 Str / +1 Dex / +5 Con Changes resistances: +8% physical Changes damage: +6% acid / +7% physical Grants telepathy: Demon/Minor Demon/Major Critical mult.: +11.00% Reduces incoming crit damage: 5.00% Stamina each turn: +0.40 Combat speed: +10% Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+11 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
LelodanCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Changes stats: +6 Cun / +6 Dex Changes damage: +12% blight Physical save: +15 (+4 eff.) Spell save: +20 (+6 eff.) Silence immunity: +20% Confusion immunity: +10% Stun/Freeze immunity: +30% Rings can have magical properties. |
MardoruilarPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +9 Changes stats: +3 Str Changes resistances: +25% acid / +26% fire / +26% lightning / +20% cold Physical save: +18 (+4 eff.) Maximum stamina: +15.00 Healing mod.: +25% Rings can have magical properties. |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Physical save: -30 (-8 eff.) Spell save: -30 (-10 eff.) Mental save: -30 (-7 eff.) When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Physical save: -30 (-8 eff.) Spell save: -30 (-10 eff.) Mental save: -30 (-7 eff.) When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
gold ring 'Ce'Nodhenne'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +2 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +5 Con Changes resistances: +30% lightning Changes damage: +15% lightning Healing mod.: +20% Rings can have magical properties. |
gold ring 'Mayathra'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+2 eff.) Defense: +9 (+3 eff.) Changes stats: +3 Str / +10 Dex / +3 Mag / +4 Cun See invisible: +15 Movement speed: +19% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 3.9 Power cost: 36 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 37% for 5 turns. Rings can have magical properties. |
steel ring 'Daimarab'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +1 Physical crit. chance: +1.0% Physical power: +6 (+1 eff.) Changes stats: +2 Dex Changes damage: +9% temporal Stun/Freeze immunity: +20% Life regen: +1.10 Rings can have magical properties. |
stralite ring 'Torchvortex'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 8 fire Changes resistances: +20% acid / +32% light / +6% darkness / +18% cold / +20% lightning / +19% fire Changes damage: +21% fire / +16% light / +9% mind Disarm immunity: +34% Pinning immunity: +44% Knockback immunity: +36% Maximum life: +33.00 Rings can have magical properties. |
Eremaregodur the SatyrstriderRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Power: 65% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * Slows global speed by 20% Damage (Ranged): +8 cold Burst (radius 2) on crit: +4 lightning When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +8.0% Ammo reloads per turn: +3 Changes stats: +2 Mag Changes resistances: +6% nature Changes resistances penetration: +8% temporal / +6% physical Changes damage: +6% temporal / +7% physical / +6% nature / +15% cold Talent mastery: +0.10 Chronomancy / Bow Threading Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Slings are used to hurl stones or metal shots at your foes. |
Ivuvena the BarkstreakerRequires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Power: 65% Range: 1.1x 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: Physical crit. chance: +4.0% Physical power: +16 (+3 eff.) Changes stats: +2 Str / +4 Dex Changes resistances: +15% light Changes resistances penetration: +20% nature / +22% physical Changes damage: +6% nature / +16% physical Critical mult.: +15.00% Physical save: +15 (+4 eff.) Stamina each turn: +0.60 Maximum life: +20.00 Slings are used to hurl stones or metal shots at your foes. |
Nithan's ForceRequires: - Dexterity 32 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Power: 65% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 When wielded/worn: Changes stats: +10 Str / +5 Con Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +35% physical Pinning immunity: +30% Knockback immunity: +30% It can be used to activate talent Bull Shot (costing 15 power out of 16/16) : Effective talent level: 5.2 Power cost: 15 out of 16/16. Range: 10 Travel Speed: instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 252% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
Awakened Staff of Absorption (172% 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. Power: 172% Range: 1.2x Uses stats: 130% Mag, 40% Wil 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 (+22 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 180 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." |
Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+7 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 27 power out of 30/30) : Effective talent level: 4.8 Power cost: 27 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 38% chance to evade melee and ranged attacks and 61 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. |
Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+4 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
GlintwreathCrafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +18 (+3 eff.) Armour: +8 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Changes resistances: +6% light Changes damage: +9% mind Reduced damage from: +44% Summoned Critical mult.: +15.00% Spell save: +15 (+5 eff.) Disease immunity: +10% Silence immunity: +5% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Size category: +1 A belt that goes around your waist. |
UnrerakathInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +12 Defense: +15 (+5 eff.) Changes resistances: +6% blight Changes damage: +6% arcane Critical mult.: +12.00% Physical save: +52 (+13 eff.) Poison immunity: +10% Cut immunity: +5% Knockback immunity: +5% Teleport immunity: +15% Maximum life: +51.00 A belt that goes around your waist. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+3 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Lightrupture the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +4 Str / +3 Con Changes resistances: +12% mind Changes damage: +24% mind Physical save: +8 (+2 eff.) Maximum life: +55.00 Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Nightspike the pair of drakeskin leather boots (25 def, 15 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +15 Defense: +25 (+9 eff.) Fatigue: +5% Effects on melee hit: * 40% chance to inflict 15% damage reduction Damage when hit (Melee): 8 darkness Changes resistances: +15% acid / +6% temporal / +14% fire / +15% cold / +12% lightning Changes damage: +18% mind Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 2.4 Power cost: 27 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 37% chance to evade melee and ranged attacks and 36 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Ebonyorder the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +10 Armour: +2 Changes stats: +5 Dex / +4 Mag / +6 Wil / +8 Cun Changes resistances: +7% light / +7% darkness Changes damage: +6% mind Life regen: +1.80 Stamina each turn: +1.00 Maximum stamina: +20.00 Infravision radius: +2 It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 4.8 Power cost: 18 out of 20/20. Range: 10 Travel Speed: instantaneous Description: Fire a steady shot, doing 178% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Elitha the drakeskin leather gloves (0 def, 13 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +13 Armour Hardiness: +15% Effects on melee hit: * 15% chance to corrode armour by 30% Damage when hit (Melee): 8 mind Changes stats: +15 Con Changes resistances: +11% physical Spell save: +20 (+6 eff.) Mental save: +33 (+9 eff.) Life regen: +4.00 Stamina each turn: +1.90 Maximum life: +80.00 Maximum stamina: +36.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Zerysin (6 def, 16 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +16 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Damage (Melee): 11 physical Changes stats: +8 Str / +4 Dex / +5 Wil / +5 Cun / +4 Con Changes resistances penetration: +5% arcane Changes damage: +6% arcane / +7% physical Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Physical save: +15 (+4 eff.) Disarm immunity: +37% Stamina each turn: +0.40 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Samyregontir' (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +16 (+3 eff.) Armour penetration: +22 Armour: +3 Damage (Melee): 18 temporal Damage (Ranged): 18 temporal Changes stats: +4 Str / +16 Dex / +15 Cun Changes resistances: +15% temporal Changes damage: +8% temporal See invisible: +6 It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 4.8 Power cost: 18 out of 20/20. Range: 10 Travel Speed: instantaneous Description: Fire a steady shot, doing 178% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Branuhell' (0 def, 11 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +16 (+3 eff.) Physical power: +10 (+2 eff.) Armour: +11 Changes stats: +4 Str / +3 Dex Changes resistances: +9% mind / +3% nature Spell save: +9 (+3 eff.) Mental save: +7 (+2 eff.) Maximum life: +52.00 Metal gloves protecting the hands up to the middle of the lower arm. |
voratun helm 'Heatwind' (12 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +5 Defense: +12 (+4 eff.) Fatigue: +5% Effects when hit in melee: * 17% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 physical Changes stats: +4 Str / +2 Wil / +8 Cun Changes resistances: +12% fire / +12% cold Changes damage: +9% fire Critical mult.: +15.00% Psi when hit: +0.04 It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.9 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 538.8 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Plate of the Blackened Mind (15 def, 40 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+5 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+4 eff.) Mental save: +25 (+7 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+2 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 14 power out of 25/25) : Effective talent level: 2.0 Power cost: 14 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 13 Armour, 19 Defense and your attacks will gain 43% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Bloomknight the voratun shield (12 def, 26 armour, 100% power, 278 block)Requires: - Dexterity 48 - Talent Agile Defense (level 1) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 178% Range: 1.2x Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +278 On weapon hit: * Slows global speed by 40% * deal bonus physical damage equal to your armor Damage (Melee): +8 blight / +17 cold / +4 nature When wielded/worn: Armour: +26 Armour Hardiness: +10% Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Effects on melee hit: * Slows global speed by 15% Damage (Melee): 10 cold Damage when hit (Melee): 15 ice Changes resistances: +16% physical Changes resistances penetration: +5% nature Talent granted: +5 Block Mana each turn: +0.20 Handheld deflection devices. |
Summertide (17 def, 15 armour, 100% power, 260 block)Requires: - Willpower 28 - Dexterity 20 - Talent Agile Defense (level 1) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 164% Range: 1.2x Uses stats: 40% Wil, 100% Str Damage type: Light Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+6 eff.) Ranged Defense: +17 (+6 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +15% darkness / +10% fire / +12% mind / +20% light Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +5 Block Mental save: +18 (+5 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+2 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 72.67 to 90.83 light damage (based on Willpower and Cunning), costing 11 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
Temporal Rift (8 def, 4 armour, 100% power, 325 block)Requires: - Dexterity 40 - Talent Agile Defense (level 1) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 161% Range: 1.2x Uses stats: 40% Wil, 20% Mag, 100% Str Damage type: Temporal Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +325 When this weapon hits: Turn Back the Clock (25% chance level 3). When wielded/worn: Armour: +4 Defense: +8 (+3 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +0% Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +5 Block Spell save: +20 (+6 eff.) Spellpower: +12 (+6 eff.) Slows Projectiles: +50% Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 90 power out of 100/100. The very essence of bearness! |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome, costing 45 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
13 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. |
2309 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. |
7 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. |
6 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. |
7 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
6 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 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. |
Nerilaith (dig speed 7 turns)Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +13.0% Changes stats: +11 Str / +3 Mag / +9 Wil / +6 Cun Changes resistances: +5% arcane Changes damage: +13% mind / +12% fire Reduces incoming crit damage: 15.00% Mental save: +9 (+3 eff.) Mental crit. chance: +13% Infravision radius: +6 See invisible: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Silalebeth' (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +4 (+0 eff.) Damage when hit (Melee): 12 physical Changes stats: +4 Str / +3 Wil / +3 Cun / +5 Con Stamina each turn: +1.60 Infravision radius: +4 Healing mod.: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "Of Knowledge And Horrors"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 3 It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
14 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. |
13 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. |
6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 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 90 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Terand the alchemist's lampInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Physical power: +4 (+1 eff.) Defense: +14 (+5 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +4 Con Physical save: +12 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +13 (+4 eff.) Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Defense: +12 (+4 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 17 power out of 35/35) : Effective talent level: 2.0 Power cost: 17 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
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. |
Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
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. |
71 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. |
16 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. |
13 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 27 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Asphyxiation (1/1)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 23 power out of 25/25. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 182 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
Aregorn the Shockpiercer (23/23, 180% power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 180% Range: 1.2x Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 23 On weapon hit: * 47% chance to daze at end of turn * 10% chance to knock the target back * 20% chance to curse the target * 25% chance to put talents on cooldown Damage (Ranged): +4 lightning / +50 physical / +20 darkness / +20 blight Burst (radius 1) on hit: +16 lightning Shots are used with slings to pummel your foes to death. |
Bleakriver (21/21, 176% power, 16 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 176% Range: 1.2x Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +19.0% Capacity: 21 On weapon hit: * 10% chance to knock the target back Travel speed: +200% Damage (Ranged): +4 blight / +50 physical / +30 darkness Burst (radius 1) on hit: +4 darkness Burst (radius 2) on crit: +16 darkness Damage against: +20% Living Shots are used with slings to pummel your foes to death. |
high-capacity pouch of stralite shots of daylight (55/55, 154% power, 5 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 154% Range: 1.2x Uses stats: 40% Wil, 70% Dex, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 55 Damage (Ranged): +9 light Damage against: +19% Undead When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. |
high-capacity pouch of voratun shots of annihilation (54/54, 173% power, 17 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 173% Range: 1.2x Uses stats: 40% Wil, 70% Dex, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +17 Crit. chance: +19.0% Capacity: 54 Travel speed: +200% When wielded/worn: Ammo reloads per turn: +5 Shots are used with slings to pummel your foes to death. |
3 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. |
2 Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 27 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
13 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. |
19 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
25 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. |
13 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. |
19 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. |
9 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. |
2 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. |
9 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 View From The Gallery (Insane (Adventure) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Nerogana the Skeleton Archer level 40
47th Dusk 123rd year of Ascendancy at 04:49 see stats
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Nerogana the Skeleton Archer level 34
5th Flare 123rd year of Ascendancy at 07:18 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Nerogana the Skeleton Archer level 24
39th Regrowth 123rd year of Ascendancy at 07:53 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Nerogana the Skeleton Archer level 34
2nd Flare 123rd year of Ascendancy at 20:59 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Nerogana the Skeleton Archer level 39
32nd Dusk 123rd year of Ascendancy at 21:52 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Nerogana the Skeleton Archer level 46
74th Haze 123rd year of Ascendancy at 23:15 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Nerogana the Skeleton Archer level 37
28th Dusk 123rd year of Ascendancy at 01:29 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Nerogana the Skeleton Archer level 22
23rd Regrowth 123rd year of Ascendancy at 03:12 see stats
Can you bear it? So much bearness! (Insane (Adventure) difficulty)
Killed Borius in the Bearscape.By Nerogana the Skeleton Archer level 30
48th Pyre 123rd year of Ascendancy at 08:57 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Nerogana the Skeleton Archer level 14
54th Dusk 122nd year of Ascendancy at 15:25 see stats
Demonic Invasion (Insane (Adventure) difficulty)
Stopped a demonic invasion by closing their portal.By Nerogana the Skeleton Archer level 50
20th Regrowth 124th year of Ascendancy at 01:00 see stats
Destroyer of the creation (Insane (Adventure) difficulty)
Killed Slasul.By Nerogana the Skeleton Archer level 50
10th Regrowth 124th year of Ascendancy at 11:42 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Nerogana the Skeleton Archer level 36
13rd Dusk 123rd year of Ascendancy at 01:25 see stats
Don't Poosh it! (Insane (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Nerogana the Skeleton Archer level 31
2nd Mirth 123rd year of Ascendancy at 09:45 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Nerogana the Skeleton Archer level 29
24th Pyre 123rd year of Ascendancy at 00:21 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Nerogana the Skeleton Archer level 25
47th Regrowth 123rd year of Ascendancy at 23:14 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Nerogana the Skeleton Archer level 50
74th Regrowth 124th year of Ascendancy at 21:02 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Nerogana the Skeleton Archer level 19
78th Haze 122nd year of Ascendancy at 06:41 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Nerogana the Skeleton Archer level 44
55th Haze 123rd year of Ascendancy at 03:48 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Nerogana the Skeleton Archer level 40
61st Dusk 123rd year of Ascendancy at 03:31 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Nerogana the Skeleton Archer level 50
51st Regrowth 124th year of Ascendancy at 01:22 see stats
Flooder (Insane (Adventure) difficulty)
Defeated Ukllmswwik while doing his own quest.By Nerogana the Skeleton Archer level 50
10th Regrowth 124th year of Ascendancy at 15:23 see stats
Gem of the Moon (Insane (Adventure) difficulty)
Completed the Master Jeweler quest with Limmir.By Nerogana the Skeleton Archer level 50
24th Regrowth 124th year of Ascendancy at 03:17 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Nerogana the Skeleton Archer level 24
39th Regrowth 123rd year of Ascendancy at 08:25 see stats
Invasion from the Depths (Insane (Adventure) difficulty)
Stopped a naga invasion by closing their portal.By Nerogana the Skeleton Archer level 47
6th Decay 123rd year of Ascendancy at 12:54 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Nerogana the Skeleton Archer level 10
14th Dusk 122nd year of Ascendancy at 20:47 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Nerogana the Skeleton Archer level 20
79th Haze 122nd year of Ascendancy at 09:07 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Nerogana the Skeleton Archer level 30
25th Pyre 123rd year of Ascendancy at 10:17 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Nerogana the Skeleton Archer level 40
39th Dusk 123rd year of Ascendancy at 23:40 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Nerogana the Skeleton Archer level 50
8th Regrowth 124th year of Ascendancy at 16:40 see stats
Merry wintertide! (Insane (Adventure) difficulty)
Finish the Santascape event and free the little helper elves.By Nerogana the Skeleton Archer level 31
65th Pyre 123rd year of Ascendancy at 16:37 see stats
Myths of an age past (Insane (Adventure) difficulty)
Learned all there is to learn about the Gods and the Godslayers.By Nerogana the Skeleton Archer level 24
39th Regrowth 123rd year of Ascendancy at 07:53 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Nerogana the Skeleton Archer level 50
48th Regrowth 124th year of Ascendancy at 07:57 see stats
Portal master (Insane (Adventure) difficulty)
Fought the two Sorcerers and closed four invocation portals.By Nerogana the Skeleton Archer level 50
74th Regrowth 124th year of Ascendancy at 21:01 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Nerogana the Skeleton Archer level 49
2nd Regrowth 124th year of Ascendancy at 07:45 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Nerogana the Skeleton Archer level 17
3rd Haze 122nd year of Ascendancy at 17:47 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Nerogana the Skeleton Archer level 43
35th Haze 123rd year of Ascendancy at 06:29 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Nerogana the Skeleton Archer level 31
65th Pyre 123rd year of Ascendancy at 16:27 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Nerogana the Skeleton Archer level 36
13rd Dusk 123rd year of Ascendancy at 07:02 see stats
Tales of the Spellblaze (Insane (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Nerogana the Skeleton Archer level 24
39th Regrowth 123rd year of Ascendancy at 07:53 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Nerogana the Skeleton Archer level 9
12nd Dusk 122nd year of Ascendancy at 19:10 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Nerogana the Skeleton Archer level 24
39th Regrowth 123rd year of Ascendancy at 07:53 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Nerogana the Skeleton Archer level 21
9th Regrowth 123rd year of Ascendancy at 01:25 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Nerogana the Skeleton Archer level 6
2nd Summertide 122nd year of Ascendancy at 22:31 see stats
The sky is falling! (Insane (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Nerogana the Skeleton Archer level 21
6th Regrowth 123rd year of Ascendancy at 14:38 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Nerogana the Skeleton Archer level 40
62nd Dusk 123rd year of Ascendancy at 23:17 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Nerogana the Skeleton Archer level 20
80th Haze 122nd year of Ascendancy at 14:01 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Nerogana the Skeleton Archer level 14
33rd Dusk 122nd year of Ascendancy at 14:07 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Nerogana the Skeleton Archer level 33
2nd Flare 123rd year of Ascendancy at 07:03 see stats
You were not supposed to see that! (Insane (Adventure) difficulty)
Read a Forbidden Tome.By Nerogana the Skeleton Archer level 40
48th Dusk 123rd year of Ascendancy at 00:04 see stats
Log
Nerogana deactivates Intuitive Shots.
Nerogana deactivates Daunting Presence.
Nerogana deactivates Piercing Ammunition.
Nerogana deactivates Precise Strikes.
Nerogana deactivates Rapid Shot.
















































































































































