Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
| Addons | Items Vault 1.1.2Donators/Buyers bonus! Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Arcane Blade |
| Level / Exp | 50 / 751% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 77.252931520016 (base 35) |
| Dexterity | 119.25293152002 (base 63) |
| Constitution | 45 (base 10) |
| Magic | 100 (base 60) |
| Willpower | 41 (base 12) |
| Cunning | 117 (base 60) |
Resources
| Life | 1474/1474 |
| Mana | 264/264 |
| Stamina | 358/358 |
| Healing Factor | 1.1 |
| Regeneration | 13.97 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 14 |
| Infravision | 2 |
| ESP Range | 10 |
| ESP Kinds | dragon, animal/canine |
Offense: Mainhand
| Damage | 157 |
| Accuracy | 74 |
| Crit Chance | 94% |
| APR | 23 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 66 |
| Accuracy | 74 |
| Crit Chance | 107% |
| APR | 28 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 85.011998560463 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Mind
| Mindpower | 48.5 |
| Crit Chance | 56% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +37% |
| Lightning | +22% |
| Light | +22% |
| Acid | +22% |
| Blight | +34% |
| Physical | +27% |
| Arcane | +37% |
| All | +7% |
Offense: Damage Penetration
| Blight | +10% |
| Physical | +50% |
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 44.626085592696 (45%) |
| Defense | 40.079508677335 |
| Ranged Defense | 40.079508677335 |
| Fatigue | 0 |
| Physical Save | 82.072110045909 |
| Spell Save | 76.230506049385 |
| Mental Save | 61.7625 |
Defense: Resistances
| Acid | + 49%( 70%) |
| Blight | + 40%( 70%) |
| Physical | + 42%( 70%) |
| Cold | + 49%( 70%) |
| All | + 27%( 70%) |
| Mind | + 51%( 70%) |
| Lightning | + 49%( 70%) |
| Light | + 38%( 70%) |
| Temporal | + 38%( 70%) |
| Darkness | + 53%( 70%) |
| Arcane | + 34%( 70%) |
| Fire | + 49%( 70%) |
| Nature | + 45%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Confusion Resistance | 60% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Disarm Resistance | 50% |
| Bleed Resistance | 100% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 498 damage for 3 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 416 damage for 4 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 6.0 Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 416.93 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Frozen SpearUse mode: Activated Range: 7.0 Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a bolt of ice, doing 513.23 cold damage with a chance to freeze the target. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Dexterity stat. |
Class Talents
| Spell / Air | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Magical combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Spell / Earth | 1.40 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Spell / Fire | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Stone | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat techniques | 1.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 1/5 |
| 4/5 |
| 3/5 |
| 5/5 |
| Spell / Staff combat | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.10 |
| 3/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Arcane Feed |
| talent | Arcane Combat |
| talent | Chant of Fortitude |
| talent | Arcane Shield |
| talent | Inner Power |
| talent | Crystalline Focus |
| talent | Shock Hands |
| talent | Shielding |
| talent | Stone Skin |
| beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
| beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You 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 |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Norgos Lair. Escort: temporal explorer (level 2 of Norgos Lair)As a reward you improved Magic by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Dreadfell. Escort: worried loremaster (level 2 of Dreadfell)As a reward you improved Cunning by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | 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 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: 912. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | 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 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 | Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5.0 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares away. This talent receives a reduced benefit from the Reach talent. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Light source | Umbraphage 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% darkness / +15% light Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 Mindpower: +10 Light radius: +10 Absorbs all darkness in its light radius. It can be used to release the absorbed darkness, costing 10 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. |
| On head | Dragonskull Helm (0 def, 2 armour) Dragonskull Helm (0 def, 2 armour)Requires: - Willpower 24 - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +2 Fatigue: +12% Changes resistances: +15% fire / +15% cold / +15% lightning / +15% acid Grants telepathy: Dragon Physical save: +12 Spell save: +12 Mental save: +12 Traces of a dragon's power still remain in this bleached and cracked skull. |
| On hands | voratun gauntlets 'Yvuwyn' (0 def, 3 armour) voratun gauntlets 'Yvuwyn' (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +4 Physical crit. chance: +20.0% Physical power: +2 Armour: +3 Changes stats: +3 Dex / +6 Con Critical mult.: +40.00% Physical save: +30 Spell save: +9 Mental save: +9 Life regen: +7.50 Stamina each turn: +3.20 Maximum stamina: +73.00 Spell crit. chance: +18% Mental crit. chance: +20% When used to modify unarmed attacks: Base power: 24.0 - 33.6 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +21.0% Attack speed: 83% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Slumber (20% chance level 5). When this weapon crits: Cripple (20% chance level 5). Damage when this weapon hits: +28 physical It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.4 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 24% for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Honeywood Chalice 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 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. |
| On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, this is your reward. |
| On fingers | voratun ring 'Yvoma' voratun ring 'Yvoma'Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 Changes stats: +2 Str / +11 Dex / +8 Cun Damage when the wearer hits(melee): 2 physical Damage when the wearer is hit: 20 blight Changes resistances penetration: +10% blight Physical save: +18 Spell save: +17 Mental save: +16 Disarm immunity: +50% Pinning immunity: +50% Stun/Freeze immunity: +38% Knockback immunity: +50% Life regen: +4.80 Maximum life: +34.00 Rings can have magical properties. |
| Around neck | Limmir's Amulet of the Moon Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +10 Str / +10 Dex / +10 Mag / +10 Wil / +10 Cun / +10 Con Changes resistances: +30% mind / +5% all Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Amulets can have magical properties. |
| In main hand | Abysswreck the dragonbone magestaff (53-63.6 power, 6 apr, arcane damage) Abysswreck the dragonbone magestaff (53-63.6 power, 6 apr, arcane damage)Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 53.0 - 63.6 Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +4 fire / +4 blight Burst (radius 2) on crit: +12 fire When wielded/worn: Accuracy: +29 Physical crit. chance: +20.0% Physical power: +28 Damage when the wearer hits(melee): 40 silence Changes resistances: +3% mind / +3% blight Changes damage: +30% arcane / +12% blight Talent granted: +1 Command Staff Critical mult.: +40.00% Spellpower: +33 Spell crit. chance: +24% Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Girdle of Preservation Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +10% physical / +10% arcane / +15% fire / +15% cold / +15% lightning / +15% acid / +15% nature / +15% blight / +15% light / +15% darkness / +15% temporal Physical save: +15 Spell save: +15 Mental save: +15 Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
| In off hand | Life Drinker (42-54.6 power, 11 apr) Life Drinker (42-54.6 power, 11 apr)Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stats: 55% Mag, 35% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +25 Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6.0 Travel Speed: 600% of base Is: a spell Description: Infects the target with parasitic carrion worm larvae for 6 turns. Each turn the disease will remove a beneficial physical effect and deal 20.02 acid and 21.99 blight damage. If not cleared after five turns it will inflict 266.66 acid damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Black blood for foul deads. This dagger serves evil. |
| Cloak | Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Spell / Earth +0.10 Spell / Stone Spellpower: +6 It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.4 Power cost: 60 out of 60/60. Range: 7.0 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 8 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 194.37 physical dmage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Main armor | The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to double the damage taken. This rugged jacket is subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
Rune of the Rift (314.00 temporal damage, removed from time 4 turns) Rune of the Rift (314.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4.0 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 335.98 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune (range 8) controlled phase door rune (range 8)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 8. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune (range 10) controlled phase door rune (range 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 10. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the titan (range 9) controlled phase door rune of the titan (range 9)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 9. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the wizard (range 13) controlled phase door rune of the wizard (range 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 13. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
frozen spear rune (251 cold damage) frozen spear rune (251 cold damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7.0 Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a bolt of ice, doing 251.45 cold damage with a chance to freeze the target. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
frozen spear rune (324 cold damage) frozen spear rune (324 cold damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6.0 Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a bolt of ice, doing 324.21 cold damage with a chance to freeze the target. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
frozen spear rune of the psychic (224 cold damage) frozen spear rune of the psychic (224 cold damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5.0 Cooldown: 22 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a bolt of ice, doing 224.49 cold damage with a chance to freeze the target. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
frozen spear rune of the psychic (196 cold damage) frozen spear rune of the psychic (196 cold damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6.0 Cooldown: 24 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a bolt of ice, doing 195.60 cold damage with a chance to freeze the target. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the wizard (380 fire damage) heat beam rune of the wizard (380 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7.0 Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 379.85 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the sneak (1068% regen over 10 turns; 53 instant mana) manasurge rune of the sneak (1068% regen over 10 turns; 53 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1068% over 10 turns and instantly restoring 53 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the wizard (1000% regen over 10 turns; 50 instant mana) manasurge rune of the wizard (1000% regen over 10 turns; 50 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1000% over 10 turns and instantly restoring 50 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the wizard (range 12; power 36; dur 4) phase door rune of the wizard (range 12; power 36; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 36%, your defense is increased by 36 and all your resistances by 36%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 286 for 6 turns) shielding rune (absorb 286 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 286 damage for 6 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 422 for 6 turns) shielding rune (absorb 422 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 422 damage for 6 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 269 for 5 turns) shielding rune of the psychic (absorb 269 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 269 damage for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the sneak (range 196) teleportation rune of the sneak (range 196)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 196 with a minimum range of 15. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the sneak (range 177) teleportation rune of the sneak (range 177)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 177 with a minimum range of 15. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
Isurin IsurinCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when the wearer hits(melee): 2 arcane Damage when the wearer is hit: 8 arcane / 12 acid Changes resistances: +5% arcane Talent mastery: +0.34 Technique / Magical combat Amulets can have magical properties. |
Vox 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 Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 5 mind Damage when the wearer hits(ranged): 5 mind Mindpower: +5 See stealth: +10 See invisible: +10 Blind-Fight:This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
archmage's gold amulet of teleportation archmage's gold amulet of teleportationPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes damage: +5% fire / +5% cold / +5% lightning / +6% acid Teleport immunity: +50% Spellpower: +4 Spell crit. chance: +4% It can be used to teleports you randomly (rad 31), placing all other charms into a 15 cooldown. Amulets can have magical properties. |
copper amulet of magic (+3) copper amulet of magic (+3)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Mag Amulets can have magical properties. |
protective gold amulet of strength (+2) protective gold amulet of strength (+2)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +4 Defense: +5 Changes stats: +2 Str Changes resistances cap: +2% all Physical save: +10 Amulets can have magical properties. |
restful gold amulet of teleportation restful gold amulet of teleportationPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -4% Teleport immunity: +50% Life regen: +1.70 It can be used to teleports you randomly (rad 36), placing all other charms into a 15 cooldown. Amulets can have magical properties. |
savior's stralite amulet of mastery (0.25 Spell / Fire) savior's stralite amulet of mastery (0.25 Spell / Fire)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Talent mastery: +0.25 Spell / Fire Physical save: +15 Spell save: +21 Mental save: +15 Amulets can have magical properties. |
starlit steel amulet starlit steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +11% darkness / +14% light Blindness immunity: +28% Amulets can have magical properties. |
stralite amulet of manastreaming stralite amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Mag Mana each turn: +0.26 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +32.00 Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
wanderer's stralite amulet wanderer's stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -7% Changes stats: +3 Dex / +7 Cun / +6 Con Life regen: +0.50 Stamina each turn: +0.60 Movement speed: +10% Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to not be of this world, switching rapidly. If used near a portal it could probably activate it. |
Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 Physical power: +10 Armour: +10 Defense: +5 Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Pyrescar PyrescarCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +14 Defense: +6 Changes stats: +5 Cun / +5 Dex Damage when the wearer hits(melee): 2 fire Changes resistances: +3% fire Changes resistances penetration: +10% blight Changes damage: +6% fire / +6% blight Stun/Freeze immunity: +23% Life regen: +1.30 Movement speed: +10% It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.3 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 33% for 5 turns. Rings can have magical properties. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Ring of the Archlich Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 This ring is filled with an overwhelming power, yet restrained. It lashes, grasps from its metal prison, seatching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Ring of the Dead 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 Spell save: +10 Mental save: +10 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. |
Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Combat training +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Archery prowess +0.30 Technique / Thuggery +0.30 Technique / Superiority +0.30 Technique / Two-handed weapons +0.30 Technique / Combat techniques +0.30 Technique / Grappling +0.30 Technique / Combat veteran +0.30 Technique / Archery excellence +0.30 Technique / Shield defense +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Shield offense +0.30 Technique / Dual techniques +0.30 Technique / Unarmed training +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
conjurer's steel ring of misery conjurer's steel ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +2 Cun Damage when the wearer hits(melee): 21 bleed / 12 gloom Hate when firing a critical mind attack: +1.00 Maximum hate: +5.00 Spellpower: +6 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.8 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 169% weapon damage. If the attack hits, the target will bleed for 318% weapon damage over 7 turns, and all healing will be reduced by 49%. Rings can have magical properties. |
conjurer's stralite ring conjurer's stralite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Mag / +5 Wil Spellpower: +9 Rings can have magical properties. |
copper ring of aether (+11%) copper ring of aether (+11%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11% arcane Changes damage: +11% arcane Rings can have magical properties. |
gladiator's steel ring gladiator's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 Changes stats: +5 Str / +5 Con Rings can have magical properties. |
gladiator's stralite ring of blinding strikes gladiator's stralite ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +8 Changes stats: +7 Str / +6 Con Damage when the wearer hits(melee): 8 physical / 4 blinding / 4 lightning Damage when the wearer is hit: 3 physical / 8 blinding / 7 lightning Rings can have magical properties. |
gladiator's stralite ring of pilfering gladiator's stralite ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 Armour penetration: +10 Physical power: +9 Defense: +10 Changes stats: +6 Str / +6 Con It can be used to activate talent Disengage, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 7.0 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
gladiator's stralite ring of pilfering gladiator's stralite ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 Armour penetration: +15 Physical power: +8 Defense: +14 Changes stats: +8 Str / +7 Con It can be used to activate talent Disengage, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 7.0 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
warrior's steel ring of perseverance warrior's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Stun/Freeze immunity: +25% Life regen: +1.80 Rings can have magical properties. |
wizard's gold ring of arcana(+0.19/turn) wizard's gold ring of arcana(+0.19/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Mag Spell save: +10 Silence immunity: +25% Mana each turn: +0.19 Rings can have magical properties. |
Orc Feller (45-58.5 power, 11 apr) Orc Feller (45-58.5 power, 11 apr)Requires: - Dexterity 44 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 45.0 - 58.5 Uses stats: 35% Str, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +5 Dex Changes damage: +10% physical / +8% light Grants telepathy: Humanoid/Orc Pinning immunity: +50% Light radius: +1 During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. |
voratun dagger (39-50.7 power, 9 apr) voratun dagger (39-50.7 power, 9 apr)Requires: - Dexterity 48 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Sharp, short and deadly. |
Sword of Potential Futures (28-39.2 power, 10 apr) Sword of Potential Futures (28-39.2 power, 10 apr)Requires: - Magic 24 - Strength 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. Base power: 28.0 - 39.2 Uses stats: 20% Mag, 80% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 111% Damage when this weapon hits: +5 temporal Damage conversion: 30% temporal When wielded/worn: Changes damage: +5% temporal Spellpower: +5 Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair; twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
Awakened Staff of Absorption (60-72 power, 60 apr, arcane damage) Awakened Staff of Absorption (60-72 power, 60 apr, arcane damage)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% arcane / +30% fire / +30% cold / +30% lightning Changes damage: +60% arcane / +60% fire / +60% cold / +60% lightning Talent granted: +1 Command Staff Maximum mana: +100.00 Spellpower: +48 Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb energies, costing 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago. Yet it bears no signs of tarnishment. 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." |
Staff of Destruction (20-24 power, 4 apr, fire damage) Staff of Destruction (20-24 power, 4 apr, fire damage)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane / +20% fire / +20% cold / +20% lightning Talent granted: +1 Command Staff Spellpower: +10 Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). This unique-looking staff is carved with runes of destruction. |
drakeskin leather belt 'Layolle' drakeskin leather belt 'Layolle'Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Physical power: +12 Defense: +23 Changes stats: +6 Dex / +6 Cun / +6 Con Changes resistances: +6% mind / +24% lightning Stealth bonus: +15 Physical save: +6 Spell save: +15 Mental save: +15 Blindness immunity: +40% Mindpower: +9 Mental crit. chance: +13% A belt that goes around your waist. |
Black Robe (6 def, 0 armour) Black Robe (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 Defense: +6 Changes stats: +5 Mag / +4 Wil / +3 Cun Spell save: +25 Blindness immunity: +50% Spellpower: +30 See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). Talent on hit(spell): Bone Spear (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 Armour: +12 Defense: +2 Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 Mental save: +10 Stun/Freeze immunity: +40% Maximum life: +80.00 It can be used to boost movement speed by 300% for 4 turns (does not use a turn), costing 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. |
brawler's voratun gauntlets of regeneration (0 def, 3 armour) brawler's voratun gauntlets of regeneration (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +3 Str / +4 Dex / +2 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +14 Life regen: +3.80 Stamina each turn: +0.80 Psi each turn: +0.15 When used to modify unarmed attacks: Base power: 27.5 - 38.5 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +8 Armour Penetration: +15 Physical crit. chance: +18.0% Attack speed: 91% When this weapon hits: Set Up (10% chance level 5). When this weapon hits: Second Wind (10% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
spellstreaming drakeskin leather gloves of dispersion (0 def, 3 armour) spellstreaming drakeskin leather gloves of dispersion (0 def, 3 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +9 Mag / +6 Wil Damage when the wearer hits(melee): 9 arcane Changes resistances: +7% arcane Mana each turn: +0.35 Spellpower: +8 Spell crit. chance: +5% When used to modify unarmed attacks: Base power: 26.0 - 28.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Manathrust (10% chance level 3). When this weapon hits: Elemental bolt (10% chance level 5). Damage when this weapon hits: +18 arcane It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Chamufang (0 def, 5 armour) Chamufang (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +16 Str / +16 Dex / +1 Cun Damage when the wearer is hit: 4 mind Changes resistances: +6% fire / +3% blight / +20% darkness / +17% light Grants telepathy: Demon/Minor Demon/Major A cap made of leather. |
Crown of the Elements (0 def, 5 armour) Crown of the Elements (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Con / +3 Wil Damage when the wearer hits(melee): 10 fire / 10 cold / 10 lightning / 10 acid Changes resistances: +15% fire / +15% cold / +15% lightning / +15% acid Changes damage: +8% fire / +8% cold / +8% lightning / +8% acid See invisible: +15 This jeweled crown shimmers with colors. |
Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around your in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Un'fezan's Cap (1 def, 0 armour) Un'fezan's Cap (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. When wielded/worn: Defense: +1 Changes stats: +8 Cun / +4 Wil Changes resistances: +20% temporal Talent mastery: +0.20 Chronomancy / Time Travel Spellpower: +8 Mindpower: +8 Reduces paradox failures(equivalent to willpower): +10 It can be used to activate talent Wormhole (costing 15 power out of 15/15) : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a random point within range, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported to the other. The wormholes will last 5 turns. At level 4, you may choose the exit location target area (radius 7). The duration will scale with your Paradox. This fez once belonged to a traveler, it always seems to be found lying around in odd locations. Fezzes are cool. |
defender's drakeskin leather cap of constitution (+7) (6 def, 11 armour) defender's drakeskin leather cap of constitution (+7) (6 def, 11 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Defense: +6 Fatigue: +5% Changes stats: +7 Con Changes resistances: +4% all Physical save: +10 A cap made of leather. |
eldritch cashmere wizard hat (2 def, 0 armour) eldritch cashmere wizard hat (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Mana each turn: +1.30 Mana when hit: +1.70 Maximum mana: +48.00 Spellpower: +7 It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 14 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Temporal Rift (8 def, 4 armour, 325 block) Temporal Rift (8 def, 4 armour, 325 block)Requires: - Strength 40 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +4 Defense: +8 Ranged Defense: +10 Fatigue: +0% Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +5 Block Spell save: +20 Spellpower: +12 Slows Projectiles: +50% Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / black ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +25% nature / +10% cold / +10% darkness When used to imbue an object: Changes stats: +25 Con Changes resistances: +25% nature / +10% cold / +10% darkness A piece of the scorched wood taken from the remains of Snaproot. |
Rungof's Fang 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. |
Berurath BerurathCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when the wearer hits(melee): 2 arcane / 6 acid Changes resistances: +9% acid Changes resistances penetration: +5% acid Changes damage: +9% arcane Mental save: +23 Blindness immunity: +41% Confusion immunity: +27% Light radius: +8 See stealth: +52 See invisible: +58 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 59 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 5, doing 44.27 cold damage and 52.55 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Isama the alchemist's lamp Isama the alchemist's lampInfused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Defense: +16 Changes resistances penetration: +5% blight Physical save: +26 Spell save: +18 Mental save: +33 Mana each turn: +0.08 Mindpower: +6 Mental crit. chance: +6% Light radius: +3 Damage Shield penetration: +20% Defense after a teleport: +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind (remove a few detrimental mental effects), costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 Armour penetration: +12 Defense: +12 Changes stats: +10 Lck / +5 Cun Physical save: +10 Spell save: +10 Mental save: +10 See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. 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. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its course on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is it stinks. |
The Bladed Rift The Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage when the wearer hits(melee): 25 physical bleed Damage when the wearer is hit: 25 physical bleed Changes resistances: +15% temporal Changes damage: +5% physical / +10% temporal Spellpower: +10 Mindpower: +10 This item does not take a turn to use. It can be used to activate talent Animate Blade (costing 25 power out of 25/25) : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animate blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Atamathon's Ruby Eye Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when the wearer is hit: 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when the wearer is hit: 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 One of the ruby eyes of the legendary giant golem: Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when the wearer is hit: 25 fire Spellpower: +7 Dull red runes are etched all over this blackened skull. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of fire, costing 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Annulment Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to force some of your foe's infusions, runes or talents on cooldown, costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 239/400. 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 (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power, any items dropped inside is 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. |
Barulatharab the dwarven-steel torque of clear mind [power 2] (15 cooldown) Barulatharab the dwarven-steel torque of clear mind [power 2] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Accuracy: +4 Fatigue: -2% Changes stats: +3 Con Life regen: +0.20 Stamina each turn: +0.40 It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, placing all other charms into a 15 cooldown. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of psychoportation [power 38] (30 cooldown) dwarven-steel torque of psychoportation [power 38] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 38), placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +10% nature / +10% blight Changes damage: +10% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. This small tree shaped totem is imbued with powerful healing energies. |
Lightbringer's Rod Lightbringer's RodPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when the wearer is hit: 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 Light radius: +2 It can be used to summon a shining orb, costing 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
Void Shard Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +8 Mag Damage when the wearer is hit: 16 temporal darkness Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spell save: +15 Spellpower: +3 It can be used to release a burst of void energy, costing 20 power out of 40/40. This jagged shape looks like a hole in space, yet is solid, though light in weight. |
bright yew wand of trap destruction [power 60] (15 cooldown) bright yew wand of trap destruction [power 60] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to try to disarm traps in a line (disarm power 60), placing all other charms into a 15 cooldown. When used: 100% chance to regenerate 4 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times a normal sized one, that glitters in infinite colours, with slight patterns ever shifting away. |
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 (Roguelike)
Found the mysterious staff and told Last Hope about it.By Mogrim the Skeleton Arcane Blade level 28
13rd Regrowth 123rd year of Ascendancy at 20:35 see stats
A different point of view (Roguelike)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Mogrim the Skeleton Arcane Blade level 45
77th Dusk 123rd year of Ascendancy at 14:50 see stats
Against all odds (Roguelike)
Killed Ukruk in the ambush.By Mogrim the Skeleton Arcane Blade level 28
12nd Regrowth 123rd year of Ascendancy at 05:53 see stats
Anti-Antimagic! (Roguelike)
Destroyed the Ziguranth camp with your Rhaloren allies.By Mogrim the Skeleton Arcane Blade level 50
5th Allure 124th year of Ascendancy at 04:27 see stats
Are you out of your mind?! (Roguelike)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Mogrim the Skeleton Arcane Blade level 50
6th Decay 123rd year of Ascendancy at 23:09 see stats
Atamathoned! (Roguelike)
Killed the giant golem Atamathon after foolishly reactivating it.By Mogrim the Skeleton Arcane Blade level 50
62nd Haze 123rd year of Ascendancy at 21:54 see stats
Back and there again (Roguelike)
Opened a portal to the Far East from Maj'Eyal.By Mogrim the Skeleton Arcane Blade level 41
9th Flare 123rd year of Ascendancy at 06:28 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By Mogrim the Skeleton Arcane Blade level 31
32nd Regrowth 123rd year of Ascendancy at 11:45 see stats
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Mogrim the Skeleton Arcane Blade level 12
38th Dusk 122nd year of Ascendancy at 10:36 see stats
Can you bear it? So much bearness! (Roguelike)
Killed Borius in the Bearscape.By Mogrim the Skeleton Arcane Blade level 37
32nd Pyre 123rd year of Ascendancy at 00:52 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Mogrim the Skeleton Arcane Blade level 8
3rd Flare 122nd year of Ascendancy at 14:31 see stats
Destroyer of the creation (Roguelike)
Killed Slasul.By Mogrim the Skeleton Arcane Blade level 32
42nd Regrowth 123rd year of Ascendancy at 22:54 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By Mogrim the Skeleton Arcane Blade level 30
29th Regrowth 123rd year of Ascendancy at 08:18 see stats
Earth Master (Roguelike)
Killed Harkor'Zun and unlocked Stone magic.By Mogrim the Skeleton Arcane Blade level 19
33rd Haze 122nd year of Ascendancy at 07:58 see stats
Evil denied (Roguelike)
Won ToME by preventing the Void portal from opening.By Mogrim the Skeleton Arcane Blade level 50
49th Haze 123rd year of Ascendancy at 10:24 see stats
Explorer (Roguelike)
Used the Sher'Tul fortress exploratory farportal at least 7 times with the same character.By Mogrim the Skeleton Arcane Blade level 44
63rd Dusk 123rd year of Ascendancy at 05:01 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Mogrim the Skeleton Arcane Blade level 15
6th Haze 122nd year of Ascendancy at 09:10 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Mogrim the Skeleton Arcane Blade level 22
1st Wintertide 123rd year of Ascendancy at 12:34 see stats
Fear me not! (Roguelike)
Survived the Fearscape!By Mogrim the Skeleton Arcane Blade level 43
58th Dusk 123rd year of Ascendancy at 09:51 see stats
Fear of Fours (Roguelike)
Killed all four bosses of the Slime Tunnels.By Mogrim the Skeleton Arcane Blade level 46
11st Haze 123rd year of Ascendancy at 21:18 see stats
Flooder (Roguelike)
Defeated Ukllmswwik while doing his own quest.By Mogrim the Skeleton Arcane Blade level 32
43rd Regrowth 123rd year of Ascendancy at 08:01 see stats
Gem of the Moon (Roguelike)
Completed the Master Jeweler quest with Limmir.By Mogrim the Skeleton Arcane Blade level 47
30th Haze 123rd year of Ascendancy at 05:16 see stats
Guiding Hand (Roguelike)
Saved all escorted adventurers.By Mogrim the Skeleton Arcane Blade level 29
26th Regrowth 123rd year of Ascendancy at 05:58 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Mogrim the Skeleton Arcane Blade level 20
57th Haze 122nd year of Ascendancy at 15:04 see stats
I cleared the room of death and all I got was this lousy achievement! (Roguelike)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Mogrim the Skeleton Arcane Blade level 50
7th Decay 123rd year of Ascendancy at 02:15 see stats
Level 10 (Roguelike)
Got a character to level 10.By Mogrim the Skeleton Arcane Blade level 10
3rd Dusk 122nd year of Ascendancy at 10:11 see stats
Level 20 (Roguelike)
Got a character to level 20.By Mogrim the Skeleton Arcane Blade level 20
49th Haze 122nd year of Ascendancy at 06:47 see stats
Level 30 (Roguelike)
Got a character to level 30.By Mogrim the Skeleton Arcane Blade level 30
27th Regrowth 123rd year of Ascendancy at 16:55 see stats
Level 40 (Roguelike)
Got a character to level 40.By Mogrim the Skeleton Arcane Blade level 40
2nd Summertide 123rd year of Ascendancy at 23:14 see stats
Level 50 (Roguelike)
Got a character to level 50.By Mogrim the Skeleton Arcane Blade level 50
49th Haze 123rd year of Ascendancy at 10:03 see stats
Orcrist (Roguelike)
Killed the leaders of the Orc Pride.By Mogrim the Skeleton Arcane Blade level 45
9th Haze 123rd year of Ascendancy at 16:30 see stats
Race through fire (Roguelike)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Mogrim the Skeleton Arcane Blade level 42
47th Dusk 123rd year of Ascendancy at 04:53 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Mogrim the Skeleton Arcane Blade level 12
31st Dusk 122nd year of Ascendancy at 20:35 see stats
Savior of the damsels in distress (Roguelike)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Mogrim the Skeleton Arcane Blade level 36
4th Pyre 123rd year of Ascendancy at 23:23 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By Mogrim the Skeleton Arcane Blade level 45
75th Dusk 123rd year of Ascendancy at 02:56 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Mogrim the Skeleton Arcane Blade level 42
6th Dusk 123rd year of Ascendancy at 19:28 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By Mogrim the Skeleton Arcane Blade level 30
29th Regrowth 123rd year of Ascendancy at 13:45 see stats
Tactical master (Roguelike)
Fought the two Sorcerers without closing any invocation portals.By Mogrim the Skeleton Arcane Blade level 50
49th Haze 123rd year of Ascendancy at 10:22 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Mogrim the Skeleton Arcane Blade level 6
7th Mirth 122nd year of Ascendancy at 04:21 see stats
The Legend of Garkul (Roguelike)
Learned the five chapters of the Legend of Garkul.By Mogrim the Skeleton Arcane Blade level 46
10th Haze 123rd year of Ascendancy at 00:23 see stats
The Sun Still Shines (Roguelike)
Aeryn survived the last battle.By Mogrim the Skeleton Arcane Blade level 50
49th Haze 123rd year of Ascendancy at 10:24 see stats
The bigger the better! (Roguelike)
Did over 3000 damage in one attack.By Mogrim the Skeleton Arcane Blade level 50
7th Decay 123rd year of Ascendancy at 06:22 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Mogrim the Skeleton Arcane Blade level 13
54th Dusk 122nd year of Ascendancy at 20:53 see stats
There and back again (Roguelike)
Opened a portal to Maj'Eyal from the Far East.By Mogrim the Skeleton Arcane Blade level 36
80th Regrowth 123rd year of Ascendancy at 14:26 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Mogrim the Skeleton Arcane Blade level 31
35th Regrowth 123rd year of Ascendancy at 01:42 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Mogrim the Skeleton Arcane Blade level 17
31st Haze 122nd year of Ascendancy at 05:16 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Mogrim the Skeleton Arcane Blade level 26
10th Regrowth 123rd year of Ascendancy at 15:33 see stats
Log
Space around you starts to dissolve...
Resting starts...
Mogrim is a less furious bunny.
You are yanked out of this place!
Rested for 40 turns (stop reason: dialog is displayed).
You gain 9.35 gold from the transmogrification of steel shield 'Murkwisp' (6 def, 8 armour, 91 block).
You gain 12.50 gold from the transmogrification of Behemoth Hide (4 def, 6 armour).
You gain 8.30 gold from the transmogrification of Emamina the steel mail armour (2 def, 6 armour).
You gain 1.82 gold from the transmogrification of miner's pair of dwarven-steel boots of uncanny dodging (4 def, 11 armour).
You gain 11.84 gold from the transmogrification of verdant cashmere robe of Angolwen (2 def, 0 armour).
You gain 6.56 gold from the transmogrification of mindwoven silk robe of chaos (3 def, 0 armour).
You gain 4.44 gold from the transmogrification of focusing cashmere robe of lightning (+15%) (2 def, 0 armour).
You gain 3.64 gold from the transmogrification of ancient cashmere robe (2 def, 0 armour).
You gain 4.04 gold from the transmogrification of potent elven-wood vilestaff of might (32-38.4 power, 5 apr, acid damage).
You gain 7.44 gold from the transmogrification of cruel yew starstaff of channeling (20-24 power, 4 apr, light damage).
You gain 2.75 gold from the transmogrification of summoner's thorny mindstar (7-7.7 power, 24 apr, mind damage).
You gain 2.57 gold from the transmogrification of blooming thorny mindstar of slime (10-11 power, 24 apr, mind damage).
You gain 1.75 gold from the transmogrification of blooming thorny mindstar (8.5-9.35 power, 24 apr, nature damage).
You gain 2.04 gold from the transmogrification of flaming dwarven-steel dagger of crippling (15-19.5 power, 7 apr).
You gain 1.78 gold from the transmogrification of vision rune (radius 12; dur 22; see horror).
You gain 0.66 gold from the transmogrification of manasurge rune (1084% regen over 10 turns; 54 instant mana).
You gain 1.62 gold from the transmogrification of heat beam rune (134 fire damage).
You gain 0.64 gold from the transmogrification of sun infusion (rad 7; power 21; turns 5; dispells darkness).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
