










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Embers of Rage 1.6.7Official 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:
Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Forbidden Cults 1.6.7Official 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 Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 50 / 3493% |
| Size | huge |
| Lifes / Deaths | Killed by Velonne the naga myrmidon at level 50 on the 5th Pyre 124th year of Ascendancy at 22:01 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 159 (base 60) |
| Dexterity | 32 (base 14) |
| Constitution | 119 (base 30) |
| Magic | 25 (base 11) |
| Willpower | 129 (base 60) |
| Cunning | 119 (base 60) |
Resources
| Hate | 51/100 |
| Equilibrium | 117 |
| Life | 2225/2225 |
| Steam | 100/100 |
| Psi | 209/209 |
| Healing Factor | 1.520564548891 |
| Regeneration | 46.678055830962 |
Speed
| Mental | +20% |
| Attack | 0% |
| Movement | +50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 7.5496478698598 |
| Infravision | 23 |
| See Stealth | 50 |
| See Invisible | 53 |
Offense: Mainhand
| Damage | 286 |
| Accuracy | 48 |
| Crit Chance | 59% |
| APR | 29 |
| Speed | 0.83 |
Offense: Spell
| Spellpower | 7.3333333333333 |
| Crit Chance | 39% |
| Speed | 1 |
Offense: Mind
| Mindpower | 100 |
| Crit Chance | 66% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +32% |
| Light | +13% |
| Nature | +32% |
| Physical | +38% |
| Fire | +16% |
| All | +7% |
Offense: Damage Penetration
| Darkness | +20% |
| Light | +26% |
| Physical | +25% |
| Nature | +25% |
| Arcane | +20% |
| Fire | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 113.08934837382 (96.030927835052%) |
| Defense | 38 |
| Ranged Defense | 38 |
| Fatigue | 0 |
| Physical Save | 76 |
| Spell Save | 53 |
| Mental Save | 63 |
Defense: Resistances
| Acid | + 51%( 70%) |
| Blight | + 70%( 70%) |
| Arcane | + 51%( 70%) |
| Cold | + 56%( 70%) |
| All | + 42%( 70%) |
| Physical | + 51%( 74%) |
| Lightning | + 68%( 70%) |
| Light | + 68%( 70%) |
| Temporal | + 51%( 70%) |
| Mind | + 59%( 70%) |
| Darkness | + 78%( 79%) |
| Fire | + 69%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 50% |
| Poison Resistance | 23% |
| Blind Resistance | 98% |
| Disarm Resistance | 100% |
| Teleport Resistance | 100% |
| Pinning Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| 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 379 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse 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 heal for 23% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower 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 391 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: Wild GrowthUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 170.20 physical damage and 325.60 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. |
Class Talents
| Cursed / Predator | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Rampage | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Cursed / Endless hunt | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cursed / Gloom | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Repel |
| talent | Skate |
| talent | Antimagic Shield |
| talent | Gloom |
| talent | Savage Hunter |
| talent | Stalk |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 3.0)Penalty : Fear of Death: -5% resistance against damage from the undead. Power 1+: Power over Death: +8% damage against the undead. Power 2+: -1 Luck, +3 Strength, +3 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 40% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Hunting: Marked Prey18% Received damage reduction against: - Human - Shalore |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 5.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+45% chance to avoid traps). Power 2+: -1 Luck, +9 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+18% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 47% if the increase would be enough to kill your opponent. |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+10% resist all). Shroud of Passing |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.0): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 19% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +7 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 72 mind and 89 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 118 Mind damage, and deal 145 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 3.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 9%) for 4 turns. Power 1+: Nightwalker: +12 Darkness Resistance, +9% Max Darkness Resistance, +8 See Invisible Power 2+: -1 Luck, +5 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
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 |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved some of the Krogs. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 6 of Dreadfell. Escort: lost defiler (level 6 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved talent Skate (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by shadow. Escort: lost sun paladin (level 2 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Strength by +5. | 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 |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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 within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Relgugogas the Phoenixvice (Shrouds) (18 def, 14 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Defense: +18 (+6 eff.) Fatigue: -6% Changes stats: +9 Str / +10 Con Changes resistances: +6% blight / +6% fire / +3% light / +6% arcane Changes resistances penetration: +15% fire Changes damage: +9% fire / +9% physical Reduces incoming crit damage: 10.00% Physical save: +15 (+4 eff.) Spell save: +6 (+2 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Stamina each turn: +0.90 Maximum life: +56.00 Infravision radius: +3 Movement speed: +10% Size category: +1 Activating this item is instant. Curse of Shrouds It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 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 29% chance to evade melee and ranged attacks and 20 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | StarserpentInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes stats: +11 Cun Changes resistances: +6% nature / +6% light Changes damage: +6% light Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Blindness immunity: +48% Confusion immunity: +28% Maximum life: +80.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +12% Light radius: +5 Infravision radius: +8 See stealth: +25 See invisible: +20 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 39 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Steam Powered Helm (Corpses) (3 def, 12 armour) Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% Infravision radius: +9 Sight radius: +3 See stealth: +25 See invisible: +25 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Corpses A Helmet. But with steam power! |
| Tool | elven-wood totem of healing 'Salildabeth' [power 386] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +12 Str / +6 Cun / +6 Con Changes resistances penetration: +20% arcane Reduces incoming crit damage: 15.80% Mental save: +9 (+2 eff.) Mental crit. chance: +4% It can be used to heal yourself and all friendly characters within 10 spaces for 386 Activation puts all charms on cooldown for 15 turns. When used: * Gain a 34% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | voratun Petrified Wood ring (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +25 Con Changes resistances: +13% blight / +10% cold / +36% nature / +10% darkness Reduces incoming crit damage: 23.00% Poison immunity: +23% Disease immunity: +21% Curse of Shrouds Rings can have magical properties. |
| On fingers | Brenalach the Flashtaint (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +14 Wil / +8 Cun / +7 Con Reduces incoming crit damage: 10.00% Physical save: +14 (+4 eff.) Light radius: +3 Infravision radius: +3 Curse of Nightmares Rings can have magical properties. |
| Around waist | Girdle of Preservation (Misfortune)Infused 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 (+3 eff.) Confusion immunity: +20% Curse of Misfortune A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
| In main hand | quick voratun greatsword of disruption (Misfortune) (174% power, 24 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 174% Range: 1.6x Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +24 Crit. chance: +25.0% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +14% Unnatural When wielded/worn: Accuracy: +13 (+4 eff.) Changes stats: +3 Dex Combat speed: +10% Curse of Misfortune Massive two-handed swords. |
| On hands | Spellhunt Remnants (Misfortune) (6 def, 8 armour) Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Talent granted: +5 Iron Grip Spell save: +15 (+5 eff.) Disarm immunity: +100% Maximum life: +100.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +15% Light radius: +1 When used to modify unarmed attacks: Power: 142% Range: 1.4x Uses stats: 40% Wil, 40% Str, 40% Cun, 40% Dex Damage type: Physical Armour Penetration: +18 Crit. chance: +12.0% Attack speed: 83% When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Antimagic Zone (15% chance level 3). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence Can't be worn by those with arcane powers. Curse of Misfortune It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 214.00 arcane damage and stunned) Activation costs 100 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
| Main armor | Tarrasca (Misfortune) (0 def, 60 armour) Requires: - Massive armour training - Strength 52 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +60 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Reduces incoming crit damage: 35.00% Physical save: +45 (+10 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% Curse of Misfortune It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns Activation costs 25 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
| Cloak | Chargepulverizer the elven-silk cloak (Corpses) (13 def, 8 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical power: +25 (+5 eff.) Armour: +8 Defense: +13 (+5 eff.) Damage when hit (Melee): 4 lightning Changes stats: +4 Cun / +4 Dex Changes resistances: +30% lightning / +21% light / +17% blight / +25% fire / +19% nature / +25% darkness Changes resistances penetration: +20% darkness Changes damage: +25% darkness Stealth bonus: +38 Spell save: +3 (+1 eff.) Stun/Freeze immunity: +50% Life regen: +11.00 Maximum stamina: +20.00 Healing mod.: +20% Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | voratun amulet 'Morningreeve'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour penetration: +5 Physical power: +10 (+2 eff.) Changes stats: +4 Str / +6 Con Changes resistances penetration: +26% light / +25% physical Changes damage: +10% physical Stamina each turn: +3.10 Combat speed: +10% Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level.healing infusion (heal 106; cd 11) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 106 then cleanse 1 wound, poison, and disease effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
schematic: Corrosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding StrapRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hand CannonRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second SkinRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral NeedlegunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 36 power out of 36/36) : Effective talent level: 4.0 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (107). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 16). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
protective stralite amulet of mastery (0.21 Cursed / Rampage)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +8 (+3 eff.) Changes resistances cap: +6% all Talent mastery: +0.21 Cursed / Rampage Physical save: +10 (+3 eff.) Amulets can have magical properties. |
stralite amulet 'Delalin'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 50 Changes resistances: +12% acid / +15% darkness / +26% fire / +20% cold / +6% light Changes resistances penetration: +25% mind Changes damage: +18% mind Mental save: +9 (+2 eff.) Life regen: +4.18 Maximum life: +80.00 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 Activation costs 10 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. |
Bloodcaller (Nightmares)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 Curse of Nightmares You won the Ring of Blood trial, and this is your reward. |
Ring of the War Master (Shrouds)Crafted 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 category bonus: +0.30 Technique Curse of Shrouds A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Writhing Ring of the Hunter (Nightmares)Powered 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 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). Curse of Nightmares A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
steel ring 'Blindprophet' (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +12 Changes stats: +6 Str Changes resistances: +5% arcane / +3% fire / +6% darkness / +6% mind Spell save: +15 (+5 eff.) Blindness immunity: +20% Light radius: +3 Healing mod.: +20% Curse of Misfortune Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.titan's voratun ring of tenacity (Misfortune) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +10 Con Physical save: +20 (+5 eff.) Disarm immunity: +47% Pinning immunity: +48% Knockback immunity: +50% Maximum life: +49.00 Curse of Misfortune Rings can have magical properties. |
voratun ring 'Earumnir' (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Defense: +20 (+7 eff.) Changes stats: +10 Str / +10 Cun / +16 Con Changes resistances: +36% lightning / +6% temporal / +12% blight Changes damage: +18% lightning Spell save: +20 (+6 eff.) Maximum stamina: +35.00 Infravision radius: +4 See invisible: +3 Curse of Corpses Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.voratun dagger of crippling (Madness) (149% power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 149% Range: 1.3x Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +15.0% Curse of Madness Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.chilling voratun greatmaul of crippling (Nightmares) (176% power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 177% Range: 1.5x Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +42 cold When wielded/worn: Physical crit. chance: +21.0% Curse of Nightmares Massive two-handed mauls. |
stormbringer's voratun greatmaul of ruin (Nightmares) (179% power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 180% Range: 1.5x Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +38 lightning / +58 cold When wielded/worn: Armour penetration: +16 Physical crit. chance: +16.0% Changes resistances penetration: +28% lightning / +30% cold Critical mult.: +38.00% Movement speed: +70% Curse of Nightmares Massive two-handed mauls. |
Beolar (Misfortune) (203% power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 203% Range: 1.6x Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour penetration: +13 Physical crit. chance: +14.0% Changes stats: +2 Mag Critical mult.: +57.00% Spell save: +9 (+3 eff.) Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Curse of Misfortune Massive two-handed swords. |
Warmaster Gnarg's Murderblade (Misfortune) (172% power, 19 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 172% Range: 1.6x Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to send the wielder into a killing frenzy Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.30 Technique / Berserker's strength +0.20 Technique / Two-handed weapons +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed assault Curse of Misfortune A blood-etched greatsword, it has seen many foes. From the inside. |
Storm Fury (Madness)Requires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +10 When this weapon hits: Chain Lightning (12% chance level 3). When wielded/worn: Defense: +30 (+10 eff.) Damage (Ranged): 75 lightning Changes stats: +10 Dex / +10 Mag Changes resistances: +20% lightning Changes damage: +25% lightning Talent masteries: +0.50 Spell / Storm +0.50 Spell / Air Spellpower: +30 (+5 eff.) Spell crit. chance: +10% Movement speed: +30% Automatically fires lightning bolts every game turn at nearby enemies dealing 65 to 130 lightning damage based on Magic with a chance to inflict Daze. Curse of Madness This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
This item will automatically be transmogrified when you leave the level.runic dragonbone longbow of dexterity (+12) (Shrouds) Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 5). When wielded/worn: Changes stats: +12 Dex / +11 Mag Changes resistances penetration: +14% physical Changes damage: +23% arcane Spellpower: +23 (+4 eff.) Curse of Shrouds Longbows are used to shoot arrows at your foes. |
quick voratun longsword of dampening (Nightmares) (152% power, 6 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 152% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +18 (+6 eff.) Changes stats: +7 Dex Changes resistances: +13% acid / +13% lightning / +16% cold / +13% fire / +9% all Spell save: +5 (+1 eff.) Combat speed: +10% Curse of Nightmares Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.quick voratun longsword of projection (Shrouds) (153% power, 6 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 153% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Accuracy: +25 (+8 eff.) Changes stats: +7 Dex Combat speed: +10% Curse of Shrouds Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.voratun longsword of ruin (Corpses) (156% power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 156% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour penetration: +15 Physical crit. chance: +14.0% Critical mult.: +35.00% Curse of Corpses Sharp, long, and deadly. |
Beterith the Treeream (Shrouds) (157% power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 157% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +44 (+13 eff.) Armour penetration: +22 Physical crit. chance: +15.0% Effects on melee hit: * 20% chance to slow global speed by 80% Changes stats: +5 Dex / +1 Mag / +3 Wil / +2 Cun Changes resistances penetration: +13% physical Changes damage: +12% nature Critical mult.: +27.00% Combat speed: +10% Curse of Shrouds Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.arcing voratun mace of evisceration (Shrouds) (157% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 158% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage On weapon crit: * Wound the target dealing 307 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +12.0% Physical power: +14 (+3 eff.) Curse of Shrouds Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.inquisitor's voratun mace (Misfortune) (156% power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 156% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Deals 150 Manaburn damage and puts 1 random spell talent on cooldown for 6 turns (checks Confusion immunity) Curse of Misfortune Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.voratun mace of torment (Corpses) (154% power, 6 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 155% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Curse of Corpses Blunt and deadly. |
Awakened Staff of Absorption (172% power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 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% proc dam (max 200%) 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 (+7 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 Activation costs 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
This item will automatically be transmogrified when you leave the level.blazebringer's voratun waraxe (Nightmares) (150% power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 151% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (radius 2) on crit: +86 fire When wielded/worn: Changes resistances penetration: +25% fire Global speed: +11% Curse of Nightmares One-handed war axes. |
hateful voratun waraxe of disruption (Corpses) (151% power, 6 apr)Requires: - Strength 48 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 152% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage (Melee): +13 darkness Damage against: +18% Living / +19% Unnatural Curse of Corpses One-handed war axes. |
This item will automatically be transmogrified when you leave the level.slime-covered voratun waraxe of evisceration (Misfortune) (148% power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 149% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 19% chance to slow global speed by 80% On weapon crit: * Wound the target dealing 307 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +13.0% Physical power: +13 (+3 eff.) Curse of Misfortune One-handed war axes. |
Dourslice (Corpses)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Changes stats: +6 Str / +4 Mag / +12 Wil / +7 Cun / +6 Con Changes resistances: +15% lightning / +15% temporal Changes resistances penetration: +33% darkness / +15% fire Changes damage: +6% blight Damage against: +39% Summoned Reduced damage from: +45% Summoned Physical save: +15 (+4 eff.) Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +4 Size category: +1 Curse of Corpses A belt that goes around your waist. |
Stormspawn the drakeskin leather belt (Corpses)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +15 (+3 eff.) Armour: +8 Changes stats: +6 Dex / +5 Cun / +6 Con / +10 Lck Changes resistances: +9% lightning / +2% physical Changes resistances penetration: +15% mind / +25% physical Changes damage: +9% light Trap disarming bonus: +28 Stealth bonus: +15 Infravision radius: +6 Curse of Corpses A belt that goes around your waist. |
Winterrazor (Shrouds) (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Str / +3 Con Changes resistances: +21% acid / +0% lightning / +15% mind / +9% light Changes resistances penetration: +25% cold Changes damage: +15% cold Reduces incoming crit damage: 15.00% Physical save: +9 (+2 eff.) Stun/Freeze immunity: +0% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Shrouds 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.elven-silk robe of Linaniil (Madness) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +15% all Mana each turn: +0.27 Maximum mana: +82.00 Spellpower: +30 (+5 eff.) Spell crit. chance: +14% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.elven-silk robe of power (Nightmares) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +15% all Changes damage: +20% all Spellpower: +20 (+3 eff.) Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Blazecrack (Shrouds) (0 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +5 Effects on melee hit: * 20% chance to slow global speed by 80% * 20% chance to reduce armor by 13% Changes stats: +5 Con / +6 Wil Changes resistances: +9% temporal / +5% arcane / +6% cold Changes resistances penetration: +19% physical Physical save: +0 (+0 eff.) Pinning immunity: +0% Knockback immunity: +0% Teleport immunity: +0% Life regen: +9.00 Mindpower: +7 (+1 eff.) Light radius: +2 Healing mod.: +18% Curse of Shrouds It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.9 Power cost: 25 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 53% (at 0 Hate) to 176% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 46 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Boots of the Hunter (Misfortune) (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. Curse of Misfortune It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Unbreakable Greaves (Misfortune) (8 def, 20 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+3 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Physical save: +0 (+0 eff.) Pinning immunity: +0% Knockback immunity: +100% Teleport immunity: +0% Curse of Misfortune These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
This item will automatically be transmogrified when you leave the level.dreamer's pair of drakeskin leather boots of invasion (Nightmares) (0 def, 5 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +5 Changes stats: +5 Cun / +6 Wil Changes resistances penetration: +14% physical Physical save: +13 (+3 eff.) Spell save: +14 (+4 eff.) Mental save: +13 (+3 eff.) Curse of Nightmares A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.invigorating pair of voratun boots (Madness) (0 def, 5 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -3% Stamina each turn: +0.90 Maximum life: +59.00 Movement speed: +10% Curse of Madness 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.reinforced pair of voratun boots of void walking (Madness) (0 def, 14 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Fatigue: +4% Changes resistances: +14% acid / +30% temporal / +30% darkness / +15% fire / +15% lightning / +15% cold Changes resistances penetration: +19% darkness / +20% temporal Defense after a teleport: +30 Resist all after a teleport: +20% New effects duration reduction after a teleport: +27% Curse of Madness 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.Fist of the Destroyer (Shrouds) (8 def, 0 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +9 Str / +9 Mag / +3 Cun Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 20% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Blood Grasp (10% chance level 3). When this weapon hits: Soul Rot (12% chance level 3). When this weapon hits: Drain (8% chance level 2). Increases all damage by 4% of current vim Current Bonus: 0% Curse of Shrouds It can be used to activate talent Darkfire (costing 12 power out of 12/12) : Effective talent level: 5.0 Power cost: 12 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 41.51 fire damage and 47.24 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Steam Powered Gauntlets (Misfortune) (0 def, 12 armour)Requires: - Heavy armour training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 40% Wil, 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% Curse of Misfortune Gauntlets. But with steam power! |
Omniscience (Corpses) (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+3 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+6 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +9% Infravision radius: +5 Sight radius: +0 See stealth: +0 See invisible: +0 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Corpses It can be used to reveal the surrounding area (range 20) Activation costs 30 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
This item will automatically be transmogrified when you leave the level.X-Ray Goggles (Misfortune) (10 def, 0 armour) Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +20 (+6 eff.) Defense: +10 (+4 eff.) Changes stats: +10 Cun Blindness immunity: +100% Curse of Misfortune It can be used to see everything. EVERYTHING. For 5 turns, anyway Activation costs 30 power out of 30/30. How do these even work? |
Yaldan Baoth (Shrouds) (0 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +10 Fatigue: +4% Changes stats: +10 Str / +10 Con Changes resistances: +15% light / +25% darkness Changes resistances cap: +10% darkness Changes damage: +15% light Light radius: -2 Sight radius: -2 Reduce all damage from unseen attackers: 33% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Shrouds It can be used to lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early. Activation costs 40 power out of 40/40. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
This item will automatically be transmogrified when you leave the level.aegis elven-silk wizard hat of decomposition (Corpses) (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +8% lightning / +8% temporal / +8% light / +8% fire / +8% nature / +7% acid / +8% blight / +6% cold / +7% darkness Life regen: +6.00 Damage Shield Power: +15% Curse of Corpses A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.champion's drakeskin leather cap (Madness) (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: +6 Str / +6 Wil Mental save: +14 (+3 eff.) Light radius: +2 Curse of Madness A cap made of leather. |
This item will automatically be transmogrified when you leave the level.defender's voratun helm of sanctity (Nightmares) (8 def, 14 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +14 Defense: +8 (+3 eff.) Fatigue: +5% Changes resistances: +15% blight / +14% darkness / +6% all Physical save: +11 (+3 eff.) Spell save: +15 (+5 eff.) Mental save: +14 (+3 eff.) Activating this item is instant. Curse of Nightmares It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 3 light damage to everyone else who enters. The circle lasts 4 turns. 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.thaloren voratun helm of the depths (Madness) (0 def, 5 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Wil Changes resistances: +12% blight / +22% cold Allows you to breathe in: water Mental save: +15 (+3 eff.) Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Scale Mail of Kroltar (Shrouds) (10 def, 18 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+4 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Reduces incoming crit damage: 0.00% Maximum life: +120.00 Curse of Shrouds It can be used to activate talent Devouring Flame (costing 50 power out of 80/80) : Effective talent level: 3.0 Power cost: 50 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 64.77 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
This item will automatically be transmogrified when you leave the level.searing voratun mail armour of lightning resistance (Madness) (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +12% Damage (Melee): 21 acid / 23 fire Damage when hit (Melee): 16 acid / 14 fire Changes resistances: +30% acid / +30% fire / +30% lightning Curse of Madness A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.marauder's drakeskin leather armour of stability (Madness) (30 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +30 (+10 eff.) Fatigue: +8% Changes stats: +10 Str / +10 Dex Changes resistances: +10% physical Physical save: +45 (+10 eff.) Curse of Madness A suit of armour made of leather. |
Plate of the Blackened Mind (Madness) (15 def, 40 armour)Requires: - Massive armour training - Strength 48 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 Reduces incoming crit damage: 0.00% Physical save: +15 (+4 eff.) Mental save: +25 (+6 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+2 eff.) Light radius: -2 Infravision radius: +4 Curse of Madness It can be used to activate talent Dominate (costing 15 power out of 25/25) : Effective talent level: 2.6 Power cost: 15 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 22 Armour, 31 Defense and your attacks will gain 53% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. 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. |
This item will automatically be transmogrified when you leave the level.rejuvenating voratun plate armour of command (Shrouds) (12 def, 26 armour) Requires: - Massive armour training - Strength 60 Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Defense: +12 (+4 eff.) Fatigue: +22% Changes stats: +5 Cun Mental save: +17 (+4 eff.) Life regen: +8.00 Stamina each turn: +2.50 Curse of Shrouds A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.voratun plate armour of command (Madness) (15 def, 26 armour) Requires: - Massive armour training - Strength 60 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Defense: +15 (+5 eff.) Fatigue: +22% Changes stats: +6 Cun Mental save: +25 (+6 eff.) Curse of Madness A suit of armour made of metal plates. |
Flashtickler (Nightmares) (0 def, 8 armour, 100% power, 139 block)Requires: - Shield usage training - Strength 35 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 159% Range: 1.2x Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +4.5% Block value: +139 On weapon hit: * 23% chance to reduce armor by 13% Damage (radius 2) on crit: +8 mind When wielded/worn: Armour: +8 Fatigue: +8% Damage (Melee): 9 acid Damage when hit (Melee): 17 acid Changes stats: +4 Wil Changes resistances: +21% light / +9% darkness Talent granted: +1 Block Critical mult.: +20.00% Reduces incoming crit damage: 15.52% Physical save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Disease immunity: +21% Curse of Nightmares Handheld deflection devices. |
Pyrestone (Misfortune) (0 def, 6 armour, 100% power, 85 block)Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 137% Range: 1.2x Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.5% Block value: +85 Damage (Melee): +12 mind When wielded/worn: Accuracy: +14 (+4 eff.) Armour: +6 Fatigue: +8% Damage when hit (Melee): 6 mind Changes stats: +7 Str / +6 Dex / +7 Con Changes resistances penetration: +20% mind / +25% fire Talent granted: +1 Block Reduces incoming crit damage: 15.00% Light radius: +3 Curse of Misfortune Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.coruscating voratun shield of fire resistance (+49%) (Misfortune) (0 def, 10 armour, 100% power, 195.5 block) Requires: - Shield usage training - Strength 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 182% Range: 1.2x Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +196 Damage (Melee): +20 fire When wielded/worn: Armour: +10 Fatigue: +8% Damage when hit (Melee): 29 fire Changes stats: +6 Str Changes resistances: +49% fire Talent granted: +1 Block Curse of Misfortune Handheld deflection devices. |
66 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. |
Hettidur the Sepsislace (dig speed 17 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +12 Changes stats: +8 Str / +6 Wil / +3 Cun / +4 Con Changes resistances: +12% nature / +27% lightning Changes resistances penetration: +15% nature Critical mult.: +20.88% Knockback immunity: +21% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
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 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. |
Armuthel the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +4 Defense: +10 (+4 eff.) Changes resistances penetration: +5% mind Reduces incoming crit damage: 15.00% Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
This item will automatically be transmogrified when you leave the level.dwarven lantern of the sun Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +15% darkness Changes damage: +15% light Damage affinity(heal): +5% light Light radius: +7 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 40.74 light damage. At talent level 3 you gain 8% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 23 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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 Activation costs 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 Activation costs 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 Activation costs 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 Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 396.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+3 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 80% Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+6 eff.) Mindpower: +8 (+2 eff.) It can be used to call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.) Activation costs 50 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Cold Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind Changes damage: +12% physical Movement speed: +20% A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
Kyless' BookInfused by psionic forces 5.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 This was the book that gave power to Kyless and eventually led to his doom. The book is simple in appearance, bound in leather with no markings on the cover. All of the pages are blank. |
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. |
2 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Shiranai the Cornac Cursed level 40
36th Dusk 123rd year of Ascendancy at 06:19 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Shiranai the Cornac Cursed level 48
44th Haze 123rd year of Ascendancy at 10:54 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Shiranai the Cornac Cursed level 38
6th Mirth 123rd year of Ascendancy at 04:02 see stats
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Shiranai the Cornac Cursed level 18
70th Dusk 122nd year of Ascendancy at 14:17 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Shiranai the Cornac Cursed level 45
48th Dusk 123rd year of Ascendancy at 17:26 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Shiranai the Cornac Cursed level 45
52nd Dusk 123rd year of Ascendancy at 11:51 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Shiranai the Cornac Cursed level 50
58th Haze 123rd year of Ascendancy at 15:38 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Shiranai the Cornac Cursed level 43
45th Dusk 123rd year of Ascendancy at 22:06 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Shiranai the Cornac Cursed level 28
76th Regrowth 123rd year of Ascendancy at 04:37 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Shiranai the Cornac Cursed level 18
12nd Haze 122nd year of Ascendancy at 11:49 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Shiranai the Cornac Cursed level 41
43rd Dusk 123rd year of Ascendancy at 00:10 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Shiranai the Cornac Cursed level 35
79th Pyre 123rd year of Ascendancy at 04:08 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By Shiranai the Cornac Cursed level 50
10th Pyre 124th year of Ascendancy at 21:10 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Shiranai the Cornac Cursed level 23
1st Wintertide 123rd year of Ascendancy at 08:48 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Shiranai the Cornac Cursed level 27
7th Regrowth 123rd year of Ascendancy at 22:31 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Shiranai the Cornac Cursed level 33
61st Pyre 123rd year of Ascendancy at 12:44 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Shiranai the Cornac Cursed level 50
57th Regrowth 124th year of Ascendancy at 20:37 see stats
Gem of the Moon (Insane (Roguelike) difficulty)
Completed the Master Jeweler quest with Limmir.By Shiranai the Cornac Cursed level 50
72nd Regrowth 124th year of Ascendancy at 08:45 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Shiranai the Cornac Cursed level 40
9th Dusk 123rd year of Ascendancy at 20:25 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Shiranai the Cornac Cursed level 50
9th Decay 123rd year of Ascendancy at 18:37 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Shiranai the Cornac Cursed level 10
1st Dusk 122nd year of Ascendancy at 15:06 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Shiranai the Cornac Cursed level 20
30th Haze 122nd year of Ascendancy at 12:22 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Shiranai the Cornac Cursed level 30
1st Time of Balance 123rd year of Ascendancy at 13:10 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Shiranai the Cornac Cursed level 40
9th Dusk 123rd year of Ascendancy at 10:39 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Shiranai the Cornac Cursed level 50
58th Haze 123rd year of Ascendancy at 07:18 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Shiranai the Cornac Cursed level 50
55th Regrowth 124th year of Ascendancy at 07:28 see stats
Overpowered! (Insane (Roguelike) difficulty)
Did over 6000 damage in one attack.By Shiranai the Cornac Cursed level 44
47th Dusk 123rd year of Ascendancy at 14:03 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Shiranai the Cornac Cursed level 50
16th Regrowth 124th year of Ascendancy at 15:04 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Shiranai the Cornac Cursed level 27
26th Regrowth 123rd year of Ascendancy at 10:56 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Shiranai the Cornac Cursed level 40
9th Dusk 123rd year of Ascendancy at 17:08 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Shiranai the Cornac Cursed level 28
76th Regrowth 123rd year of Ascendancy at 14:22 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Shiranai the Cornac Cursed level 42
43rd Dusk 123rd year of Ascendancy at 03:44 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Shiranai the Cornac Cursed level 50
10th Pyre 124th year of Ascendancy at 21:09 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Shiranai the Cornac Cursed level 7
78th Pyre 122nd year of Ascendancy at 00:26 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Shiranai the Cornac Cursed level 48
44th Haze 123rd year of Ascendancy at 10:54 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Shiranai the Cornac Cursed level 44
47th Dusk 123rd year of Ascendancy at 14:03 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Shiranai the Cornac Cursed level 7
79th Pyre 122nd year of Ascendancy at 11:51 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Shiranai the Cornac Cursed level 21
65th Haze 122nd year of Ascendancy at 15:45 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Shiranai the Cornac Cursed level 46
76th Dusk 123rd year of Ascendancy at 02:30 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Shiranai the Cornac Cursed level 30
45th Pyre 123rd year of Ascendancy at 11:45 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Shiranai the Cornac Cursed level 26
1st Regrowth 123rd year of Ascendancy at 19:43 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Shiranai the Cornac Cursed level 15
45th Dusk 122nd year of Ascendancy at 17:31 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Shiranai the Cornac Cursed level 50
5th Pyre 124th year of Ascendancy at 22:01 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Shiranai the Cornac Cursed level 37
4th Mirth 123rd year of Ascendancy at 21:30 see stats
Log
Shiranai deactivates Gloom.
Shiranai deactivates Antimagic Shield.
Shiranai deactivates Skate.
Shiranai deactivates Repel.
Shiranai deactivates Stalk.
Shiranai deactivates Savage Hunter.











































































































































