










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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:
Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Corrupted Skeleton 1.7.6A few changes to skelly I thought would make it actually interesting to pick for some classes as it previously was easily the worst race because it didn't cover any of the weaknesses or encourage any synergies with any class. These changes make Skeleton focused a lot more on being a tank, which its talents originally hinted at. The first talent now gives a massive amount of physical saves that scale with constitution. This replaces the duration reduction of the third talent. The duration reduction is largely a useless stat if you can't get it to 100% reduction as debuffs are either "I don't care about this" or "I want this gone immediately." Immunities have typically always been the go to. Most classes have their immunites or debuff clears as their third or final talent, so putting this as the first talent gives some incentive to use this over Shalore. Originally it was going to be full physical debuff immunity like with Spine of the World but after some deliberation I figured this was too good. I kind of like the saves here as a way to demonstrate just how much is needed to be good. The numbers for this are chosen that provided you put in significant investment, it should provide excellent returns such that it's the only source of physical save needed on difficulties of insane or lower. The third talent now gives you the Corruption/Bone tree. This here because I thought this would be fun, and thematic. I got a bit of feedback that people wanted a mobility tree on Skeleton, but honestly I feel like that removes one of the interesting weaknesses of the class, that you are forced to use blink rune for mobility. This drawback provides some interesting decisions in what to select for your race and I think it should remain to encourage strategic building. Also: Reassemble now scales with Constitution. Both Bone Armour and Reassemble's descriptions have been updated to fully detail the things they scale with. They previously did not mention that they scale with your max HP. Classes that would be good with this skelly rework: Classes without a lot of defenses, classes with a lot of mobility, classes with the Corruption/Bone tree, classes that don't need to focus on 3 non-Constitution stats. Update 1.2.0 Also I fixed a couple of bugs. Learning the Bone talents now correctly gives the Vim resource bar and puts them on your hotbar automatically. 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of 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.
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Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Skeleton |
Class | Skirmisher |
Level / Exp | 50 / 2244% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 59 (base 15) |
Dexterity | 129 (base 62) |
Constitution | 80 (base 60) |
Magic | 65 (base 25) |
Willpower | 27 (base 10) |
Cunning | 104 (base 66) |
Resources
Life | 1658/1658 |
Positive | 197/197 |
Stamina | 28/254 |
Vim | 246/246 |
Healing Factor | 1.6210366327279 |
Regeneration | 47.23734265655 |
Speed
Mental | +25.47007396587% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +95.238095238095% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 11 |
See Stealth | 82.429348965024 |
See Invisible | 77.429348965024 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 182 |
Accuracy | 59 |
Crit Chance | 107% |
APR | 45 |
Speed | 0.80 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 49 |
Crit Chance | 45% |
Speed | 1 |
Offense: Mind
Mindpower | 56 |
Crit Chance | 55% |
Speed | 1 |
Offense: Damage Bonus
Mind | +21% |
Darkness | +54% |
Light | +19% |
Nature | +44% |
Blight | +31% |
Physical | +109% |
Fire | +11% |
All | 0% |
Offense: Damage Penetration
Darkness | +61% |
Physical | +86% |
Nature | +45% |
Arcane | +40% |
Mind | +45% |
All | +25% |
Defense: Base
Armour (hardiness) | -32.248968598693 (93.172327413313%) |
Defense | 118 |
Ranged Defense | 118 |
Fatigue | 0 |
Physical Save | 85 |
Spell Save | 33 |
Mental Save | 36 |
Defense: Resistances
Acid | + 43%( 73%) |
Blight | + 55%( 73%) |
Physical | + 67%( 73%) |
Mind | + 59%( 73%) |
All | + 43%( 73%) |
Darkness | + 58%( 73%) |
Light | + 58%( 73%) |
Fire | + 48%( 73%) |
Nature | + 53%( 73%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 10% |
Bleed Resistance | 100% |
Confusion Resistance | 62% |
Fear Resistance | 100% |
Stun Resistance | 53% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
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 52 up to 7 times. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 167 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 Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 13 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 13 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 37%, your defense is increased by 37 and all your resistances by 37%. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 22 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: 19 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 62 up to 6 times. Its effects scale with your Magic stat. |
Class Talents
Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 4/5 |
Technique / Buckler Training | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Cunning / Poisons | 2.80 |
| 4/5 |
| 2/5 |
| 4/5 |
| 4/5 |
Cunning / Called Shots | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 5/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Insidious Poison |
talent | Crippling Poison |
talent | Trained Reactions |
talent | Counter Shot |
talent | Pace Yourself |
talent | Apply Poison |
talent | Bone Shield |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
detrimental effect | The target has recently performed an extreme feat of agility and is exhausted. The stamina cost of activated Mobility talents is increased by 39%. Exhaustion |
beneficial effect | Increases defense by 30. Mobile Defense |
beneficial effect | The target stands strong, increasing all resistances by 12.8% and resistance caps by 3.0%. Eternal Warrior |
beneficial effect | Increases attack speed by 25%. Swift Shot |
detrimental effect | The target has been splashed with acid, taking 64.51 acid damage per turn, reducing armour by 88 and attack by 77. Acid Splash |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lone alchemist from death by forest wight. Escort: lone alchemist (level 5 of Dreadfell) | failed |
You abandoned lost defiler, to death. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost sun paladin from death by tgd. Escort: lost sun paladin (level 1 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You failed to protect the lost tinker from death by Bethythra the giant lightning ant. Escort: lost tinker (level 4 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Betina the crimson crystal. Escort: worried loremaster (level 2 of Scintillating Caves) | failed |
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. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | 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. | active |
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 ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | 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. * The fortress shadow has asked that you come back as soon as possible. * 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: 3104. | 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, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. 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. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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 your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Fatigue: +4% Effects on melee hit: * 27% chance to reduce strength, dexterity, and constitution by 25 * 27% chance to reduce all saves and defense by 33 Changes resistances: +20% mind Changes damage: +24% nature / +24% blight Critical mult.: +26.61% Maximum hate: +13.30 Mindpower: +20 (+6 eff.) Mental crit. chance: +4% Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Base power: 57.5 - 69.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +13 Crit. chance: +24.5% Capacity: 44 On weapon hit: * 20% chance to slow global speed by 61% * 10 arcane resource burn * 20% chance to reduce damage dealt by 27% On weapon crit: * Wound the target dealing 214 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Damage (Ranged): +8 darkness Damage (radius 2) on crit: +4 darkness When wielded/worn: Ammo reloads per turn: +3 Shots are used with slings to pummel your foes to death. |
Light source | ![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Damage when hit (Melee): 4 physical Changes damage: +15% mind Critical mult.: +35.00% Blindness immunity: +38% Confusion immunity: +12% Only die when reaching: -60.00 life Mental crit. chance: +2% Light radius: +9 See stealth: +16 See invisible: +13 It can be used to activate talent Track, placing all other charms into a 33 cooldown : Effective talent level: 3.9 Power cost: 33 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 30 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +20 (+3 eff.) Fatigue: +4% Damage when hit (Melee): 4 lightning Changes stats: +7 Dex / +2 Con Changes resistances penetration: +25% physical Critical mult.: +15.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Displacement Shield (10% chance level 3). When this weapon hits: Wave of Power (15% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Physical crit. chance: +8.2% Armour: +8 Defense: +25 (+4 eff.) Damage when hit (Melee): 6 darkness / 6 cold Changes stats: +9 Dex Critical mult.: +20.59% It can be used to setup a psionic shield, reducing all damage taken by 173 for 5 turns Activation puts all charms on cooldown for 21 turns. When used: * Increase all damage penetration by 30% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +9 Defense: +15 (+3 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 33 Damage (Melee): 24 light Damage (Ranged): 40 light Damage when hit (Melee): 2 mind Changes stats: +5 Mag Changes resistances penetration: +20% mind / +10% arcane Changes damage: +16% light / +6% mind Blindness immunity: +40% Infravision radius: +5 See stealth: +16 See invisible: +14 Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation puts all charms on cooldown for 1 turns. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +2 Changes resistances: +2% physical Physical save: +6 (+1 eff.) Spell save: +9 (+5 eff.) Mental save: +7 (+3 eff.) Confusion immunity: +50% Stun/Freeze immunity: +43% Life regen: +23.00 Stamina each turn: +1.00 Maximum life: +89.00 Mindpower: +10 (+3 eff.) Healing mod.: +20% Rings make your fingers look great! |
Around neck | ![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +14 Changes resistances: +26% darkness / +9% mind / +26% light Changes damage: +7% blight / +11% fire Critical mult.: +32.00% Reduces incoming crit damage: 5.00% Blindness immunity: +44% Silence immunity: +10% Spellpower: +13 (+4 eff.) Amulets make your neck look great! |
In main hand | ![]() Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Damage (radius 1) on hit: +8 blight When wielded/worn: Changes stats: +9 Str / +13 Dex / +19 Mag / +13 Wil / +20 Cun / +13 Con Changes resistances: +3% blight Changes resistances penetration: +10% physical Changes damage: +3% light / +22% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Reduces incoming crit damage: 10.00% Infravision radius: +3 Slings are used to hurl stones or metal shots at your foes. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +17.0% Physical power: +5 (+2 eff.) Defense: +17 (+3 eff.) Changes stats: +4 Dex / +4 Mag / +5 Cun Changes resistances penetration: +5% arcane Critical mult.: +13.00% Stealth bonus: +12 Mana each turn: +0.04 Spellpower: +10 (+3 eff.) Spell crit. chance: +4% Mental crit. chance: +12% A belt that goes around your waist. |
In off hand | ![]() Requires: - Shield usage training - Cunning 35 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 50.5 - 60.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +140 On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +17 nature When wielded/worn: Physical crit. chance: +14.0% Physical power: +10 (+4 eff.) Armour: +10 Defense: +15 (+3 eff.) Fatigue: +8% Effects when hit in melee: * 40% chance to reduce strength, dexterity, and constitution by 25 * 38% chance to reduce damage dealt by 27% Changes resistances: +18% blight / +18% physical / +17% nature / +9% fire Talent granted: +1 Block Spell save: +3 (+2 eff.) Stun/Freeze immunity: +10% Maximum life: +160.00 Handheld deflection devices. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+3 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. |
Main armor | ![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Changes stats: +3 Str Changes resistances: +23% physical / +15% all Changes resistances penetration: +36% darkness / +26% physical Changes damage: +54% darkness / +77% physical Critical mult.: +21.07% Spell save: +3 (+2 eff.) Stamina each turn: +1.00 Maximum hate: +27.00 Spell crit. chance: +2% Mindpower: +18 (+5 eff.) Mental crit. chance: +8% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 309.80 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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 spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 129 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 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 spell talent. Press to compare to your current inscriptions |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 308 damage for 5 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 spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 712 damage for 6 turns. Its effects scale with your Dexterity 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 spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 621 damage for 7 turns. Its effects scale with your Dexterity 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 spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 19 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 45 up to 5 times. 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 spell talent. Press to compare to your current inscriptions |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes resistances: +12% lightning Stun/Freeze immunity: +20% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% temporal Pinning immunity: +23% Knockback immunity: +23% Amulets make your neck look great! |
![]() Powered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 33 Damage when hit (Melee): 2 mind Changes stats: +2 Wil / +2 Mag Changes resistances: +13% light / +14% darkness Changes damage: +15% blight Mental save: +6 (+3 eff.) Blindness immunity: +26% Confusion immunity: +10% Mana each turn: +0.21 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +25.00 Mindpower: +9 (+3 eff.) Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+3 eff.) Fatigue: -5% Changes stats: +1 Str / +4 Dex / +5 Cun / +11 Con Changes resistances penetration: +5% physical Critical mult.: +15.00% Life regen: +2.00 Stamina each turn: +0.60 Movement speed: +10% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Str Changes resistances: +28% lightning Changes resistances penetration: +15% cold Changes damage: +18% nature Stun/Freeze immunity: +63% Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +7 Defense: +10 (+2 eff.) Changes resistances: +6% blight / +9% mind / +3% darkness Changes resistances cap: +5% all Changes resistances penetration: +5% mind Physical save: +22 (+4 eff.) Blindness immunity: +31% Cut immunity: +50% Confusion immunity: +10% Infravision radius: +6 Sight radius: +2 See invisible: +10 Healing mod.: +25% It can be used to activate talent Heal, placing all other charms into a 29 cooldown : Effective talent level: 2.0 Power cost: 29 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 299 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +15 Physical power: +7 (+3 eff.) Changes resistances: +19% lightning / +12% fire Changes resistances penetration: +10% fire Changes damage: +8% physical / +12% light / +9% fire Critical mult.: +15.00% Stun/Freeze immunity: +30% Combat speed: +10% Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +8 Cun Changes resistances: +24% mind Changes damage: +12% lightning / +3% blight Physical save: +18 (+3 eff.) Spell save: +18 (+8 eff.) Mental save: +22 (+8 eff.) Confusion immunity: +42% Equilibrium when hit: +0.04 Maximum mana: +40.00 Maximum vim: +40.00 Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +20 Armour: +6 Defense: +11 (+2 eff.) Changes resistances: +30% lightning / +12% fire / +3% nature / +9% light Changes resistances cap: +6% all Critical mult.: +18.00% Physical save: +23 (+4 eff.) Spell save: +3 (+2 eff.) Stun/Freeze immunity: +43% Amulets make your neck look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +20 Fatigue: -10% Damage when hit (Melee): 4 light / 6 lightning Changes stats: +6 Mag Changes resistances: +9% light Changes resistances penetration: +5% lightning Changes damage: +8% acid / +6% light / +6% fire / +7% lightning / +8% cold Critical mult.: +20.00% Life regen: +5.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +5% Light radius: +3 Amulets make your neck look great! |
![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 61% Changes stats: +4 Mag Changes resistances: +3% temporal / +22% cold / +23% fire Changes resistances penetration: +15% temporal Changes damage: +6% acid / +6% temporal / +6% lightning / +8% fire / +6% nature / +7% cold Talent masteries: +0.31 Cunning / Called Shots +0.31 Technique / Combat training Spellpower: +6 (+2 eff.) Spell crit. chance: +5% Amulets make your neck look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -16% Damage (Melee): 14 light / 12 darkness Effects when hit in melee: * 14% chance to reduce damage dealt by 27% * 14% chance to blind Changes stats: +6 Dex / +8 Cun / +7 Con Changes resistances: +3% lightning Changes resistances penetration: +20% lightning / +10% mind Changes damage: +15% darkness / +6% mind / +14% light Life regen: +8.00 Stamina each turn: +1.50 Mindpower: +15 (+4 eff.) Movement speed: +10% Amulets make your neck look great! |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 33 Changes stats: +5 Cun / +5 Dex Changes resistances: +11% mind Changes resistances penetration: +20% blight Changes damage: +11% mind Stun/Freeze immunity: +23% Life regen: +2.00 Light radius: +4 Infravision radius: +4 Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 33 Changes stats: +3 Cun / +6 Mag Changes resistances: +11% arcane Changes damage: +20% arcane Critical mult.: +20.00% Spell save: +6 (+3 eff.) Spellpower: +5 (+2 eff.) Light radius: +4 Infravision radius: +4 Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +9 (+3 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 27% Damage when hit (Melee): 4 cold Changes resistances: +12% acid / +12% fire / +15% lightning / +27% cold Changes damage: +3% darkness / +6% all Stun/Freeze immunity: +26% Life regen: +3.00 Spellpower: +11 (+4 eff.) Mindpower: +11 (+3 eff.) Rings make your fingers look great! |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +12 (+4 eff.) Effects on melee hit: * 38% chance to reduce all saves and defense by 33 Damage (Melee): 18 physical Effects on ranged hit: * 18% chance to reduce all saves and defense by 33 Damage (Ranged): 25 physical Damage when hit (Melee): 34 darkness Changes stats: +13 Dex / +1 Wil / +17 Cun Changes resistances: +36% lightning Changes resistances penetration: +25% nature Changes damage: +18% lightning / +9% nature / +6% mind / +9% all Grants telepathy: Demon/Major Demon/Minor Hate when firing a critical mind attack: +3.00 Maximum hate: +11.00 Spellpower: +16 (+5 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 4.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Changes stats: +8 Cun / +9 Dex Stun/Freeze immunity: +60% Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes resistances: +15% nature / +15% blight Changes damage: +10% all Poison immunity: +30% Disease immunity: +25% Spell crit. chance: +5% Mental crit. chance: +5% Rings make your fingers look great! |
![]() cruel dragonbone vilestaff of might (30-36 power, 6 apr, acid element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% acid Talent granted: +1 Command Staff Critical mult.: +20.00% Spellpower: +15 (+5 eff.) Spell crit. chance: +34% Staves designed for wielders of magic, by the greats of the art. |
![]() hateful voratun battleaxe of evisceration (58-86 power, 4 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.5 - 86.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Wound the target dealing 214 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +28 darkness Damage against: +28% Living When wielded/worn: Physical crit. chance: +21.0% Physical power: +21 (+7 eff.) Massive two-handed battleaxes. |
![]() Emyriamina the voratun longsword (42-58 power, 10 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 41.5 - 58.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Accuracy: +41 (+10 eff.) Armour penetration: +4 Changes stats: +10 Wil / +4 Con Physical save: +12 (+2 eff.) Stamina each turn: +4.08 Sharp, long, and deadly. |
![]() voratun longsword 'Umbraburst' (56-78 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 55.5 - 77.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 27% chance to reduce damage dealt by 27% Damage (radius 1) on hit: +27 nature Damage (radius 2) on crit: +16 darkness When wielded/worn: Damage when hit (Melee): 12 arcane Changes resistances: +7% arcane Changes resistances penetration: +30% darkness / +34% lightning Changes damage: +24% nature / +9% darkness Sharp, long, and deadly. |
![]() warbringer's voratun longsword of massacre (52-73 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 52.0 - 72.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical power: +15 (+5 eff.) Changes stats: +7 Con Changes resistances penetration: +15% physical Disarm immunity: +35% Sharp, long, and deadly. |
![]() Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 3 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 Damage (Ranged): +5 cold When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +11.0% Changes resistances penetration: +25% mind Changes damage: +9% mind / +8% cold Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 4 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Damage (Ranged): +13 lightning When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +11.0% Physical power: +8 (+3 eff.) Changes stats: +3 Str / +3 Mag Changes damage: +15% lightning / +6% temporal Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +10 Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 On weapon hit: * 10% chance to reduce strength, dexterity, and constitution by 25 Travel speed: +200% Damage (Ranged): +8 lightning Damage (radius 1) on hit: +12 cold When wielded/worn: Accuracy: +13 (+3 eff.) Physical crit. chance: +3.0% Effects on ranged hit: * 21% chance to reduce strength, dexterity, and constitution by 25 Damage when hit (Melee): 2 lightning Changes stats: +6 Cun Changes resistances: +3% cold Changes resistances penetration: +10% blight Changes damage: +6% cold / +22% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Combat speed: +10% Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Base power: 62.5 - 75.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +11 Crit. chance: +20.5% Capacity: 23 On weapon hit: * 20% chance to slow global speed by 61% * 20 arcane resource burn On weapon crit: * Wound the target dealing 214 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Damage (Ranged): +12 mind / +5 nature Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 76.5 - 91.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +22 Crit. chance: +29.0% Capacity: 21 On weapon hit: * 20% chance to slow global speed by 61% * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 153 physical damage Travel speed: +600% Damage (Ranged): +8 acid Damage (radius 1) on hit: +21 acid Damage (radius 2) on crit: +12 acid Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 86.0 - 103.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +13 Crit. chance: +25.0% Capacity: 21 On weapon crit: * Wound the target dealing 214 physical damage across 5 turns and reducing healing by 50% Travel speed: +400% Damage Shield penetration (this weapon only): +30% Damage (radius 1) on hit: +16 physical When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 70.0 - 84.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +22.0% Capacity: 23 Turns elapse between self-loadings: 3 On weapon hit: * 20% chance to reduce armor by 35% * 20% chance to knock the target back 3 spaces and deal 221 physical damage On weapon crit: * Wound the target dealing 214 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +8 acid / +20 physical / +8 nature Damage (radius 1) on hit: +12 acid Damage (radius 2) on crit: +16 acid Shots are used with slings to pummel your foes to death. |
![]() windwalling voratun shield of lightning resistance (+30%) (0 def, 10 armour, 68-82 power, 211.5 block) Requires: - Shield usage training - Cunning 48 Crafted by a master Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 68.5 - 82.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +212 Damage (Melee): +21 physical When wielded/worn: Armour: +10 Fatigue: +8% Changes stats: +6 Wil Changes resistances: +30% lightning / +17% physical Talent granted: +1 Block Slows Projectiles: +37% Bonus block near projectiles: +110 Handheld deflection devices. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +5 Mag / +5 Wil Changes resistances: +3% nature / +9% temporal / +5% arcane / +7% all Changes damage: +6% darkness Mana each turn: +0.11 Psi each turn: +0.14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+2 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical / +13% all Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+8 eff.) It can be used to activate talent Temporal Reprieve (costing 41 power out of 50/50) : Effective talent level: 1.0 Power cost: 41 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Armour: +5 Defense: +5 (+1 eff.) Changes stats: +8 Str / +1 Dex / +6 Mag / +7 Wil Changes resistances: +64% lightning / +12% cold / +15% all Changes resistances penetration: +10% lightning / +15% physical Changes damage: +57% lightning / +22% physical / +27% cold Physical save: +28 (+5 eff.) Stamina each turn: +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 darkness Changes stats: +9 Mag Changes resistances: +16% acid / +20% physical / +12% darkness / +3% temporal / +20% cold / +19% fire / +15% all Changes resistances penetration: +12% physical / +13% temporal Changes damage: +12% acid / +45% physical / +18% darkness / +22% cold / +22% fire / +29% temporal / +20% all Talent cooldown: Refit Golem (-4 turns) Spellpower: +18 (+6 eff.) Reduces paradox anomalies(equivalent to willpower): +14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +11 Cun / +4 Str Changes resistances: +45% lightning / +30% physical / +15% all Changes damage: +30% lightning / +30% physical / +3% fire Critical mult.: +15.00% Cut immunity: +20% Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Only die when reaching: -40.00 life Maximum life: +20.00 Infravision radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +4 Defense: +4 (+1 eff.) Damage when hit (Melee): 4 cold Changes stats: +7 Str / +7 Mag / +7 Wil Changes resistances: +12% lightning / +20% physical / +12% light / +22% cold / +15% all Changes resistances penetration: +25% cold Changes damage: +30% lightning / +40% physical / +18% cold Physical save: +29 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 2 blight Changes stats: +4 Dex / +4 Cun / +6 Lck Trap disarming bonus: +5 Stealth bonus: +6 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +5 (+2 eff.) Spell crit. chance: +3% Infravision radius: +4 A belt that goes around your waist. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Armour: +4 Changes stats: +2 Con Changes resistances: +6% darkness Changes damage: +9% physical Maximum life: +34.00 A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+2 eff.) Changes resistances: +9% lightning / +4% physical / +9% darkness Changes resistances penetration: +10% light Critical mult.: +6.00% Reduces incoming crit damage: 10.00% Confusion immunity: +20% A belt that goes around your waist. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +7 (+3 eff.) Armour: +2 Damage when hit (Melee): 4 fire Changes stats: +14 Mag / +10 Wil / +5 Con Critical mult.: +10.00% Reduces incoming crit damage: 10.00% Physical save: +11 (+2 eff.) Spell save: +13 (+7 eff.) Spell crit. chance: +5% Mindpower: +9 (+3 eff.) Infravision radius: +3 Size category: +1 A belt that goes around your waist. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+3 eff.) Changes resistances: +12% fire Physical save: +7 (+1 eff.) Poison immunity: +20% Pinning immunity: +20% Stun/Freeze immunity: +20% Life regen: +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Damage when hit (Melee): 8 lightning Changes stats: +3 Cun / +6 Mag Changes resistances: +14% cold Changes resistances penetration: +10% fire Reduces incoming crit damage: 10.00% Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +10 Armour: +6 Defense: +3 (+1 eff.) Damage when hit (Melee): 6 fire Changes stats: +5 Cun / +13 Dex Changes resistances: +27% fire Changes damage: +21% physical Only die when reaching: -60.00 life Maximum stamina: +30.30 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +3% blight / +3% physical / +3% nature Physical save: +3 (+0 eff.) Silence immunity: +24% Confusion immunity: +22% Stun/Freeze immunity: +21% Healing mod.: +5% A pair of boots made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +30 (+8 eff.) Physical crit. chance: +6.0% Physical power: +25 (+8 eff.) Armour: +3 Effects on melee hit: * 20% chance to reduce all saves and defense by 33 Changes stats: +4 Cun / +4 Con Changes resistances penetration: +15% cold / +25% physical Changes damage: +9% mind Physical save: +15 (+3 eff.) Mental save: +19 (+7 eff.) A pair of boots made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +30 (+5 eff.) Damage when hit (Melee): 6 cold Changes stats: +3 Cun / +4 Con Changes resistances: +12% lightning Reduces incoming crit damage: 15.00% Physical save: +19 (+4 eff.) Mental save: +19 (+7 eff.) Stun/Freeze immunity: +20% Maximum life: +100.00 A pair of boots made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +19 Defense: +25 (+4 eff.) Damage when hit (Melee): 10 light Changes stats: +11 Lck / +6 Dex Changes resistances: +12% fire Changes damage: +15% light Stealth bonus: +11 Life regen: +4.00 A pair of boots made of leather. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Spellpower: +15 (+5 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 193 arcane damage based on magic in a radius of 3 around the user after any teleport. It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 20 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
![]() Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +8 Dex / +2 Wil / +3 Cun / +13 Lck Changes resistances penetration: +20% blight Stealth bonus: +11 Silence immunity: +50% Confusion immunity: +46% Stun/Freeze immunity: +49% Life regen: +11.00 Equilibrium when hit: +0.12 Maximum psi: +30.00 Healing mod.: +20% A pair of boots made of leather. |
![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 (+1 eff.) Armour: +4 Fatigue: +3% Changes resistances penetration: +8% physical Silence immunity: +34% Confusion immunity: +30% Stun/Freeze immunity: +28% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +6.0% Armour: +18 Changes stats: +4 Str / +4 Dex Changes resistances: +6% cold Critical mult.: +20.00% Physical save: +8 (+1 eff.) Mental save: +8 (+4 eff.) Disarm immunity: +29% When used to modify unarmed attacks: Base power: 16.0 - 17.6 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +9 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +22 Fatigue: +5% Effects on melee hit: * 20 arcane resource burn Damage (Melee): 27 physical Changes stats: +6 Con Changes resistances: +9% acid / +3% cold / +15% darkness / +3% blight Changes damage: +22% physical Physical save: +27 (+5 eff.) Spell save: +8 (+4 eff.) Mental save: +9 (+4 eff.) Disarm immunity: +38% When used to modify unarmed attacks: Base power: 31.5 - 44.1 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Sand Breath (20% chance level 5). Damage (Melee): +26 physical Damage (radius 1) on hit: +28 physical Damage (radius 2) on crit: +28 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 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 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Armour: +9 Fatigue: +5% Effects on melee hit: * 20% chance to reduce all saves and defense by 33 Changes stats: +4 Str / +7 Wil / +4 Con Changes resistances: +3% darkness Changes resistances penetration: +5% arcane Talent mastery: +0.20 Technique / Grappling Physical save: +10 (+2 eff.) Mental save: +24 (+9 eff.) Disarm immunity: +69% Mana each turn: +0.12 Mana when firing critical spell: +2.09 Maximum life: +64.00 Maximum vim: +30.00 When used to modify unarmed attacks: Base power: 37.5 - 52.5 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +21 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() shielding elven-silk wizard hat of knowledge (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 (+1 eff.) Changes stats: +10 Mag / +7 Wil / +6 Cun Spell save: +12 (+6 eff.) Mindpower: +6 (+2 eff.) A pointy cloth hat, very wizardly... |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +16 (+3 eff.) Changes stats: +1 Con Changes resistances: +3% mind / +16% fire Changes damage: +11% fire A pointy cloth hat, very wizardly... |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +5 Str / +2 Mag / +4 Wil / +1 Cun Changes resistances: +9% light Changes damage: +6% arcane A cap made of leather. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+2 eff.) Armour: +3 Fatigue: +3% Changes stats: +3 Str / +3 Wil / +3 Cun / +3 Con Changes resistances: +5% acid / +8% fire / +7% lightning / +6% cold Spell save: +6 (+3 eff.) Mindpower: +3 (+1 eff.) Healing mod.: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cap made of leather. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Physical crit. chance: +4.0% Defense: +3 (+1 eff.) Changes resistances penetration: +26% physical Changes damage: +24% physical Physical save: +19 (+4 eff.) Psi each turn: +0.40 Maximum stamina: +30.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +6% A pointy cloth hat, very wizardly... |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +9 Fatigue: +5% Changes damage: +3% acid Physical save: +11 (+2 eff.) Poison immunity: +10% Stun/Freeze immunity: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 25 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() Infused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() 0.00 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Armour: +6 Changes resistances: +12% light / +24% lightning Changes damage: +12% acid / +18% physical Critical mult.: +15.00% Physical save: +15 (+3 eff.) Maximum stamina: +34.34 Light radius: +5 Healing mod.: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused 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. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +24 (+8 eff.) Armour: +4 Defense: +5 (+1 eff.) Changes stats: +2 Str / +3 Dex / +2 Con Changes resistances penetration: +10% physical Changes damage: +12% physical Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() Powered 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. |
![]() 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 166 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. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +2 Physical power: +10 (+4 eff.) Damage when hit (Melee): 4 temporal Changes damage: +12% mind Critical mult.: +20.00% Physical save: +12 (+2 eff.) Stamina each turn: +3.00 It can be used to heal yourself and all friendly characters within 10 spaces for 410 Activation puts all charms on cooldown for 13 turns. When used: * Gain a 34% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
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.
In a selfless act, High Sun Paladin Aeryn sacrificed herself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit 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
By tgd the Skeleton Skirmisher level 40
5th Haze 123rd year of Ascendancy at 07:04 see stats
By tgd the Skeleton Skirmisher level 50
4th Mirth 124th year of Ascendancy at 00:42 see stats
By tgd the Skeleton Skirmisher level 39
2nd Haze 123rd year of Ascendancy at 13:13 see stats
By tgd the Skeleton Skirmisher level 45
34th Regrowth 124th year of Ascendancy at 12:22 see stats
By tgd the Skeleton Skirmisher level 46
39th Regrowth 124th year of Ascendancy at 04:58 see stats
By tgd the Skeleton Skirmisher level 50
76th Pyre 124th year of Ascendancy at 00:42 see stats
By tgd the Skeleton Skirmisher level 43
30th Regrowth 124th year of Ascendancy at 04:17 see stats
By tgd the Skeleton Skirmisher level 39
1st Haze 123rd year of Ascendancy at 13:21 see stats
By tgd the Skeleton Skirmisher level 10
16th Haze 122nd year of Ascendancy at 22:16 see stats
By tgd the Skeleton Skirmisher level 42
52nd Haze 123rd year of Ascendancy at 05:51 see stats
By tgd the Skeleton Skirmisher level 31
54th Pyre 123rd year of Ascendancy at 02:10 see stats
By tgd the Skeleton Skirmisher level 21
4th Pyre 123rd year of Ascendancy at 00:00 see stats
By tgd the Skeleton Skirmisher level 33
4th Dusk 123rd year of Ascendancy at 07:20 see stats
By tgd the Skeleton Skirmisher level 34
20th Dusk 123rd year of Ascendancy at 06:55 see stats
By tgd the Skeleton Skirmisher level 50
1st Time of Equilibrium 124th year of Ascendancy at 12:18 see stats
By tgd the Skeleton Skirmisher level 25
15th Pyre 123rd year of Ascendancy at 10:13 see stats
By tgd the Skeleton Skirmisher level 47
39th Regrowth 124th year of Ascendancy at 06:01 see stats
By tgd the Skeleton Skirmisher level 10
16th Haze 122nd year of Ascendancy at 22:14 see stats
By tgd the Skeleton Skirmisher level 20
16th Regrowth 123rd year of Ascendancy at 12:11 see stats
By tgd the Skeleton Skirmisher level 30
32nd Pyre 123rd year of Ascendancy at 10:55 see stats
By tgd the Skeleton Skirmisher level 40
2nd Haze 123rd year of Ascendancy at 13:13 see stats
By tgd the Skeleton Skirmisher level 50
43rd Pyre 124th year of Ascendancy at 16:33 see stats
By tgd the Skeleton Skirmisher level 50
77th Dusk 124th year of Ascendancy at 16:43 see stats
By tgd the Skeleton Skirmisher level 50
49th Haze 124th year of Ascendancy at 05:47 see stats
By tgd the Skeleton Skirmisher level 19
9th Regrowth 123rd year of Ascendancy at 19:51 see stats
By tgd the Skeleton Skirmisher level 29
31st Pyre 123rd year of Ascendancy at 07:43 see stats
By tgd the Skeleton Skirmisher level 31
54th Pyre 123rd year of Ascendancy at 13:47 see stats
By tgd the Skeleton Skirmisher level 25
18th Pyre 123rd year of Ascendancy at 04:15 see stats
By tgd the Skeleton Skirmisher level 43
52nd Haze 123rd year of Ascendancy at 13:55 see stats
By tgd the Skeleton Skirmisher level 50
50th Haze 124th year of Ascendancy at 21:28 see stats
By tgd the Skeleton Skirmisher level 5
73rd Dusk 122nd year of Ascendancy at 07:17 see stats
By tgd the Skeleton Skirmisher level 50
50th Haze 124th year of Ascendancy at 21:28 see stats
By tgd the Skeleton Skirmisher level 50
77th Dusk 124th year of Ascendancy at 18:49 see stats
By tgd the Skeleton Skirmisher level 33
75th Pyre 123rd year of Ascendancy at 18:12 see stats
By tgd the Skeleton Skirmisher level 33
9th Dusk 123rd year of Ascendancy at 14:34 see stats
By tgd the Skeleton Skirmisher level 48
75th Regrowth 124th year of Ascendancy at 21:54 see stats
By tgd the Skeleton Skirmisher level 12
49th Haze 122nd year of Ascendancy at 12:16 see stats
By tgd the Skeleton Skirmisher level 48
73rd Regrowth 124th year of Ascendancy at 02:46 see stats
By tgd the Skeleton Skirmisher level 22
10th Pyre 123rd year of Ascendancy at 04:13 see stats
By tgd the Skeleton Skirmisher level 17
5th Decay 122nd year of Ascendancy at 23:59 see stats
By tgd the Skeleton Skirmisher level 38
1st Haze 123rd year of Ascendancy at 08:36 see stats