









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
UwU that Walks 1.6.0Requested by Crystalline Shine from the Discord. Changes the name of Worm that Walks to Wormy that Does Walkies, cause they're good boys. UwU Embers Races for Maj'Eyal Campaign (Last Hope Start) 1.5.5Add Embers Races To Main Campaign, and they start in Last Hope. This includes classes with unique starts (Archmage, Ashes classes, etc). Big thanks to Zeranamu for their addon "Embers Races for Maj'eyal Campaign"(https://te4.org/games/addons/tome/embersraces), and Mex for their addon "Mex's Start in Last Hope"(https://te4.org/games/addons/tome/mex-lasthopestart). All I did was look at Mex's addon to see what they did to make characters start in Last Hope, and made that change to Zeranamu's addon. Be sure to use only this addon, or Zeranamu's original version. You will probably be fine with both, just when testing and both active I had two entries for each Embers race on character creation. Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official 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:
Talent Point Planner 1.6.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Skeleton |
| Class | Writhing One |
| Level / Exp | 50 / 1178% |
| Size | medium |
| Lifes / Deaths | Killed by Lightbringer at level 23 on the 80th Regrowth 123rd year of Ascendancy at 21:33 0 / 9Killed by Elysera the skeleton warrior at level 31 on the 22nd Dusk 123rd year of Ascendancy at 15:43 Killed by Nerobeth the elder vampire at level 32 on the 24th Dusk 123rd year of Ascendancy at 08:45 Killed by bloated horror at level 32 on the 24th Dusk 123rd year of Ascendancy at 13:11 Killed by Porinne the orc warrior at level 35 on the 50th Dusk 123rd year of Ascendancy at 07:34 Killed by giant spider at level 38 on the 61st Dusk 123rd year of Ascendancy at 08:54 Killed by Zubuwen the storm wyrm at level 47 on the 28th Regrowth 124th year of Ascendancy at 02:18 Killed by Belabeth the ritch hive mother at level 49 on the 32nd Regrowth 124th year of Ascendancy at 02:49 Killed by Argoniel at level 50 on the 34th Dusk 124th year of Ascendancy at 20:33 |
Primary Stats
| Strength | 81 (base 63) |
| Dexterity | 86 (base 60) |
| Constitution | 56 (base 37) |
| Magic | 82 (base 63) |
| Willpower | 34 (base 16) |
| Cunning | 50 (base 12) |
Resources
| Mana | 8/514 |
| Life | -188/1627 |
| Insanity | 46/100 |
| Stamina | 307/307 |
| Paradox | 301 |
| Healing Factor | 1.7200460901467 |
| Regeneration | 50.311348136791 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +11.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 18 |
| Infravision | 10 |
| See Stealth | 93.1744280607 |
| See Invisible | 85.1744280607 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 209 |
| Accuracy | 78 |
| Crit Chance | 92% |
| APR | 63 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 70 |
| Crit Chance | 49% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 60% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Blight | +21% |
| Physical | +95% |
| Cold | +12% |
| All | 0% |
| Darkness | +143% |
| Light | +72% |
| Temporal | +12% |
| Mind | +12% |
| Fire | +6% |
| Nature | +3% |
Offense: Damage Penetration
| Acid | +50% |
| All | +40% |
| Physical | +88% |
| Darkness | +60% |
| Nature | +50% |
Defense: Base
| Armour (hardiness) | 14 (62.946778433524%) |
| Defense | 84 |
| Ranged Defense | 84 |
| Fatigue | 0 |
| Physical Save | 47 |
| Spell Save | 33 |
| Mental Save | 40 |
Defense: Resistances
| Acid | + 25%( 70%) |
| Blight | + 45%( 70%) |
| Arcane | + 27%( 70%) |
| Mind | + 53%( 70%) |
| All | + 23%( 70%) |
| Darkness | + 70%( 70%) |
| Temporal | + 42%( 70%) |
| Physical | + 38%( 70%) |
| Cold | + 25%( 70%) |
| Fire | + 46%( 70%) |
| Nature | + 52%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 49% |
| Silence Resistance | 43% |
| Bleed Resistance | 100% |
| Teleport Resistance | 21% |
| Disarm Resistance | 27% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 17% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 59 up to 4 times. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 195 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 9 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 64 up to 6 times. Its effects scale with your Strength stat. |
Class Talents
| Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 4/5 |
| Demented / Disfigured face | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Demented / Friend of the worm | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 3/5 |
| Demented / Horrific body | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Demented / Controlled horrors | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Slow death | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Salonne the bloated horror. Escort: lone alchemist (level 2 of Daikara) | failed |
You failed to protect the lone alchemist from death by elder vampire. Escort: lone alchemist (level 4 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)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You failed to protect the repented thief from death by skeleton assassin. Escort: repented thief (level 5 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved talent Precognition (+1 level(s)). | done |
You abandoned worried loremaster, to death. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
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 talent Disarm (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved talent Disarm (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2168. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * 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, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. 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 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 within8 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. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | undeterred pair of drakeskin leather boots of rushing (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +4 Str / +4 Con Silence immunity: +43% Confusion immunity: +37% Stun/Freeze immunity: +41% It can be used to activate talent Rush, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Light source | dwarven lantern 'Winddash'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +14 Physical crit. chance: +5.0% Physical power: +9 (+2 eff.) Changes stats: +6 Wil Changes resistances: +18% nature Changes resistances penetration: +10% nature / +15% all Changes damage: +6% light / +3% nature Critical mult.: +18.00% Blindness immunity: +49% Confusion immunity: +30% Light radius: +15 See stealth: +24 See invisible: +16 It can be used to activate talent Track, placing all other charms into a 22 cooldown : Effective talent level: 6.5 Power cost: 22 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 28 for 9 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 | Silossra the elven-silk wizard hat (3 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +2 Str Changes resistances: +22% darkness / +20% physical Changes damage: +12% temporal / +30% darkness / +14% light / +12% mind / +35% physical Psi when hit: +0.24 Mindpower: +15 (+5 eff.) Mental crit. chance: +1% A pointy cloth hat, very wizardly... |
| Tool | overpowered dragonbone totem of healing [power 800] (12/13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 800 Activation puts all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Daimokaltholen the voratun ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +12 Defense: +31 (+6 eff.) Changes stats: +8 Cun Critical mult.: +10.00% Mental save: +22 (+7 eff.) Confusion immunity: +39% Stun/Freeze immunity: +20% Teleport immunity: +21% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | RavenbanePowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Mag / +4 Wil / +5 Cun Changes resistances: +6% blight / +32% darkness Changes damage: +31% darkness Life regen: +18.00 Maximum life: +67.00 Spellpower: +13 (+3 eff.) Mental crit. chance: +3% Healing mod.: +17% Rings make your fingers look great! |
| Around waist | Ivoganne the drakeskin leather beltCrafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +28.0% Defense: +10 (+2 eff.) Changes stats: +11 Cun / +10 Dex Changes resistances: +3% fire / +9% mind / +3% cold Changes resistances penetration: +18% physical Changes damage: +18% physical Psi when hit: +0.16 Maximum life: +40.00 Mental crit. chance: +26% A belt that goes around your waist. |
| In main hand | Hellmonster the voratun mace (60-85 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 60.5 - 84.7 Uses stats: 50% Mag, 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: +11 (+2 eff.) Armour penetration: +24 Physical crit. chance: +14.0% Damage when hit (Melee): 6 arcane / 4 fire Changes resistances: +5% arcane / +18% fire Changes resistances penetration: +12% physical Changes damage: +6% fire Critical mult.: +23.00% Blunt and deadly. |
| On hands | Salirin the voratun gauntlets (0 def, 9 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +17.0% Armour: +9 Fatigue: +5% Damage (Melee): 15 physical Damage when hit (Melee): 10 acid Changes stats: +5 Con Changes resistances: +3% acid Changes resistances penetration: +10% acid Changes damage: +15% acid / +9% physical Critical mult.: +13.00% Physical save: +21 (+7 eff.) Spell save: +7 (+4 eff.) Mental save: +9 (+3 eff.) Disarm immunity: +27% Spell crit. chance: +20% Mental crit. chance: +13% When used to modify unarmed attacks: Base power: 37.0 - 51.8 Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +21.0% Attack speed: 83% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Sand Breath (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Damage (Melee): +19 physical Damage (radius 1) on hit: +13 physical Damage (radius 2) on crit: +15 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | elven-silk robe 'Betalrathra' (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +3 Dex / +2 Mag / +3 Wil / +8 Cun Changes resistances: +15% all Changes resistances penetration: +20% darkness / +18% physical Changes damage: +24% physical / +52% light / +67% darkness Reduces incoming crit damage: 15.00% Maximum hate: +13.00 Spellpower: +18 (+4 eff.) Spell crit. chance: +16% Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Infernoshaper (16 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +16 (+3 eff.) Changes stats: +5 Wil Changes resistances: +24% temporal / +29% darkness / +20% blight / +9% fire / +20% nature Physical save: +13 (+4 eff.) Life regen: +8.00 Mana when firing critical spell: +2.00 Spellpower: +20 (+5 eff.) Healing mod.: +20% Damage Shield penetration: +20% Defense after a teleport: +24 Resist all after a teleport: +15% New effects duration reduction after a teleport: +29% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 6 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | PitchmistressInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 31 Damage when hit (Melee): 2 blight Changes stats: +10 Con Changes resistances: +3% blight / +6% darkness / +30% mind Changes damage: +6% blight / +12% cold / +9% physical Confusion immunity: +34% Combat speed: +10% Amulets make your neck look great! |
Inventory
Elixir of InvulnerabilityInfused by nature 2.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
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! |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
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 20 power out of 36/36) : Effective talent level: 4.0 Power cost: 20 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (170). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). 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. |
VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
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 6 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Islygavea the RootwildCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 54% Damage when hit (Melee): 10 nature / 8 light Changes stats: +4 Str Changes resistances penetration: +25% light Reduces incoming crit damage: 15.00% Stun/Freeze immunity: +44% Life regen: +8.00 Rings make your fingers look great! |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
pixie's voratun ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Cun / +5 Mag Stun/Freeze immunity: +36% Life regen: +6.00 Spellpower: +9 (+2 eff.) Rings make your fingers look great! |
psionicist's gold ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Life regen: +7.00 Maximum life: +63.00 Healing mod.: +13% Rings make your fingers look great! |
savage's voratun ring of corrosion (+34%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Con Changes resistances: +34% acid Changes damage: +17% acid Spell save: +16 (+8 eff.) Maximum stamina: +12.00 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.quick voratun longsword of rage (44-61 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.5 - 60.9 Uses stats: 50% Mag, 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: +42 (+9 eff.) Changes stats: +10 Str / +7 Dex Changes damage: +14% physical Combat speed: +10% Sharp, long, and deadly. |
voratun longsword 'Lisyrebeth' (42-59 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance to reduce strength, dexterity, and constitution by 31 Damage (Melee): +20 blight Damage (radius 1) on hit: +12 physical / +18 fire When wielded/worn: Armour penetration: +16 Physical crit. chance: +12.0% Changes resistances: +1% physical Changes resistances penetration: +15% physical Critical mult.: +10.00% Physical save: +3 (+1 eff.) See invisible: +6 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.Yvumiwe the Demonpyre (40-57 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 114 damage Damage (Melee): +16 arcane When wielded/worn: Changes stats: +17 Mag Changes resistances: +7% arcane / +18% darkness Changes damage: +9% arcane Blindness immunity: +27% Disease immunity: +27% Confusion immunity: +27% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% One-handed war axes. |
Isibrera the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 42% Damage when hit (Melee): 4 mind Changes stats: +2 Cun Life regen: +0.80 Mental crit. chance: +2% Healing mod.: +11% A belt that goes around your waist. |
Blazehue the linen cloak (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes stats: +1 Mag Changes resistances: +12% cold Changes resistances penetration: +5% lightning Changes damage: +3% blight Spellpower: +5 (+1 eff.) Spell crit. chance: +4% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Robe of the Archmage (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Damage when hit (Melee): 15 arcane Changes stats: +6 Mag / +6 Wil / +6 Cun Changes resistances: +10% lightning / +10% cold / +10% fire / +10% arcane / +13% all Changes damage: +12% all Spell save: +20 (+9 eff.) Mental save: +15 (+5 eff.) Silence immunity: +50% Mana each turn: +2.00 Spellpower: +15 (+3 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
elven-silk robe 'Freezecutter' (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +8 Mag / +7 Wil / +8 Cun Changes resistances: +15% cold / +15% all Changes resistances penetration: +15% mind / +20% cold Changes damage: +22% darkness / +29% light / +3% mind / +18% all Mental save: +3 (+1 eff.) Mana each turn: +0.33 Psi each turn: +0.36 Equilibrium when hit: +0.08 Maximum hate: +2.00 Spellpower: +25 (+6 eff.) Spell crit. chance: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.stargazer's elven-silk robe of protection (5 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour: +5 Defense: +5 (+1 eff.) Changes stats: +6 Cun Changes resistances: +15% all Changes damage: +30% light / +16% darkness Physical save: +23 (+7 eff.) Spellpower: +10 (+2 eff.) Spell crit. chance: +8% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
undeterred pair of hardened leather boots of strife (0 def, 3 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Con / +4 Wil Changes resistances penetration: +7% physical Silence immunity: +30% Confusion immunity: +31% Stun/Freeze immunity: +38% Mindpower: +6 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 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 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 21 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.Murkcast the drakeskin leather cap (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +41 (+8 eff.) Physical crit. chance: +5.0% Armour: +5 Fatigue: +5% Changes stats: +10 Str / +3 Cun Changes resistances: +18% blight / +6% physical Changes resistances penetration: +25% darkness / +34% physical Critical mult.: +27.20% Only die when reaching: -108.81 life Maximum hate: +8.00 A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Undeathgrind (0 def, 5 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 27% chance to slow global speed by 54% Changes stats: +6 Mag Changes resistances: +15% nature Changes resistances penetration: +34% blight Changes damage: +21% nature / +21% lightning Spell save: +10 (+5 eff.) Mental save: +15 (+5 eff.) Vim when firing critical spell: +2.72 Maximum life: +95.00 Spellpower: +35 (+8 eff.) Mindpower: +41 (+13 eff.) Healing mod.: +19% 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.fearwoven elven-silk wizard hat of the Brotherhood (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +10 Mag / +10 Con Changes resistances: +16% darkness / +20% physical Changes damage: +20% physical / +20% arcane / +18% darkness Maximum hate: +15.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +4% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 6 cooldown : Effective talent level: 5.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.voratun mail armour of natural resilience (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Changes resistances: +18% nature / +18% blight Reduced damage from: +15% Unnatural A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Duvedir the Cracklenull (20 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+4 eff.) Fatigue: +8% Effects on melee hit: * 27% chance to reduce damage dealt by 22% Damage when hit (Melee): 14 arcane Changes resistances: +20% temporal / +28% cold Changes resistances penetration: +34% darkness Changes damage: +36% lightning / +30% temporal A suit of armour made of leather. |
agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
471 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. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Ulfyhor (dig speed 3 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Cun / +3 Str Changes resistances: +9% acid Critical mult.: +5.00% Spell save: +12 (+6 eff.) Maximum life: +102.00 Maximum stamina: +78.00 Damage Shield penetration: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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. |
5 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+3 eff.) Light radius: +10 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 525.81 darkness damage (based on Mindpower and charge) Activation costs 6 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
alchemist's lamp 'Gorumador'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +8 Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 27 Changes stats: +8 Wil Changes resistances: +3% acid Changes resistances penetration: +10% mind / +7% all Changes damage: +13% mind Critical mult.: +13.00% Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
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. |
75 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
8 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 111 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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. |
Lustrebrand [power 386] (12/9 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +1 Cun / +1 Wil Equilibrium when hit: +0.08 Maximum hate: +6.00 Mindpower: +10 (+3 eff.) Light radius: +2 It can be used to heal yourself and all friendly characters within 10 spaces for 386 Activation puts all charms on cooldown for 9 turns. When used: * Reduce fatigue by 22% for 2 turns. * Heal for 62. * Gain a 21% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 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. |
9 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 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. |
3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By spopes the Skeleton Writhing One level 34
46th Dusk 123rd year of Ascendancy at 16:28 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By spopes the Skeleton Writhing One level 30
62nd Pyre 123rd year of Ascendancy at 21:46 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By spopes the Skeleton Writhing One level 34
29th Dusk 123rd year of Ascendancy at 08:36 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By spopes the Skeleton Writhing One level 38
63rd Dusk 123rd year of Ascendancy at 09:14 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By spopes the Skeleton Writhing One level 45
5th Regrowth 124th year of Ascendancy at 06:30 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By spopes the Skeleton Writhing One level 38
57th Dusk 123rd year of Ascendancy at 06:23 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By spopes the Skeleton Writhing One level 9
38th Haze 122nd year of Ascendancy at 20:53 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By spopes the Skeleton Writhing One level 36
53rd Dusk 123rd year of Ascendancy at 07:54 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By spopes the Skeleton Writhing One level 30
72nd Pyre 123rd year of Ascendancy at 05:53 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By spopes the Skeleton Writhing One level 23
80th Regrowth 123rd year of Ascendancy at 21:17 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By spopes the Skeleton Writhing One level 29
51st Pyre 123rd year of Ascendancy at 13:35 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By spopes the Skeleton Writhing One level 25
2nd Pyre 123rd year of Ascendancy at 23:38 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By spopes the Skeleton Writhing One level 50
6th Dusk 124th year of Ascendancy at 16:08 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By spopes the Skeleton Writhing One level 30
62nd Pyre 123rd year of Ascendancy at 19:27 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By spopes the Skeleton Writhing One level 40
64th Dusk 123rd year of Ascendancy at 13:03 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By spopes the Skeleton Writhing One level 10
44th Haze 122nd year of Ascendancy at 20:37 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By spopes the Skeleton Writhing One level 20
46th Regrowth 123rd year of Ascendancy at 19:17 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By spopes the Skeleton Writhing One level 30
60th Pyre 123rd year of Ascendancy at 14:14 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By spopes the Skeleton Writhing One level 40
63rd Dusk 123rd year of Ascendancy at 22:08 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By spopes the Skeleton Writhing One level 50
33rd Regrowth 124th year of Ascendancy at 03:48 see stats
Myths of an age past (Insane (Adventure) difficulty)
Learned all there is to learn about the Gods and the Godslayers.By spopes the Skeleton Writhing One level 30
62nd Pyre 123rd year of Ascendancy at 21:46 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By spopes the Skeleton Writhing One level 50
44th Pyre 124th year of Ascendancy at 03:46 see stats
Overpowered! (Insane (Adventure) difficulty)
Did over 6000 damage in one attack.By spopes the Skeleton Writhing One level 50
72nd Regrowth 124th year of Ascendancy at 06:21 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By spopes the Skeleton Writhing One level 19
32nd Regrowth 123rd year of Ascendancy at 08:44 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By spopes the Skeleton Writhing One level 49
33rd Regrowth 124th year of Ascendancy at 03:25 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By spopes the Skeleton Writhing One level 39
63rd Dusk 123rd year of Ascendancy at 21:00 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By spopes the Skeleton Writhing One level 19
4th Regrowth 123rd year of Ascendancy at 20:05 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By spopes the Skeleton Writhing One level 37
53rd Dusk 123rd year of Ascendancy at 12:12 see stats
Tales of the Spellblaze (Insane (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By spopes the Skeleton Writhing One level 30
62nd Pyre 123rd year of Ascendancy at 21:46 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By spopes the Skeleton Writhing One level 10
44th Haze 122nd year of Ascendancy at 20:49 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By spopes the Skeleton Writhing One level 30
62nd Pyre 123rd year of Ascendancy at 21:46 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By spopes the Skeleton Writhing One level 46
26th Regrowth 124th year of Ascendancy at 10:30 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By spopes the Skeleton Writhing One level 9
24th Haze 122nd year of Ascendancy at 16:05 see stats
The sky is falling! (Insane (Adventure) difficulty)
Saw a huge meteor falling from the sky.By spopes the Skeleton Writhing One level 25
21st Pyre 123rd year of Ascendancy at 08:48 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By spopes the Skeleton Writhing One level 41
5th Haze 123rd year of Ascendancy at 17:02 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By spopes the Skeleton Writhing One level 22
53rd Regrowth 123rd year of Ascendancy at 18:22 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By spopes the Skeleton Writhing One level 16
2nd Allure 123rd year of Ascendancy at 16:00 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By spopes the Skeleton Writhing One level 49
32nd Regrowth 124th year of Ascendancy at 02:49 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By spopes the Skeleton Writhing One level 33
28th Dusk 123rd year of Ascendancy at 06:52 see stats
Well trained (Insane (Adventure) difficulty)
Deal one million damage to training dummies in a single training session.By spopes the Skeleton Writhing One level 40
65th Dusk 123rd year of Ascendancy at 19:00 see stats
Log
Decrepitude Disease from Argoniel hits spopes for 37 blight damage.
Epidemic from Argoniel hits spopes for 83 blight damage.
Acid Splash from Argoniel hits spopes for 43 acid damage.
Argoniel casts Curse of Vulnerability.
Spopes is cursed.
Argoniel's spell attains critical power!
Argoniel's spell attains critical power!
Elder vampire is free from the decrepitude disease.
Bone Spike hits spopes for 139 physical damage.
Argoniel receives 177 healing from Blood Splash.
Quasit misses spopes.
Tentacle Constriction from Spopes misses Argoniel.
Spopes activates her overpowered dragonbone totem of healing!
spopes receives 552 healing.
Spopes is not crippled anymore.
Decrepitude Disease from Argoniel hits spopes for 89 blight damage.
Epidemic from Argoniel hits spopes for 200 blight damage.
Acid Splash from Argoniel hits spopes for 103 acid damage.
Argoniel casts Life Tap.
Argoniel looks healthier as he deals damage.
Argoniel casts Cyst Burst.
You unleash a blast of virulent blight!!
Spopes is afflicted by a woeful disease!
Argoniel hits spopes for 347 blight damage.
Argoniel receives 24 healing from Life Tap.
Endless Woes hits spopes for 237 blight damage.
Argoniel receives 118 healing from Blood Splash.
spopes the level 50 skeleton writhing one was plagued to death by a Argoniel on level 11 of High Peak.
Argoniel is free from the tentacle constriction.
















































































































